📘Fortnite Digest
ui
text_button
Button with text message common base class. Displays a button with a custom message string.
text_button_base<native><public> := class<abstract><epic_internal>(widget):
DefaultText
The text to display to the user. Used only during initialization of the widget and not modified by
SetText.
DefaultText<localizes><native><public>:message = external {}
OnClick
Subscribable event that fires when the button is clicked.
OnClick<public>():listenable(widget_message) = external {}
SetText
Sets the text displayed in the widget.
SetText<native><public>(InText:message):void
GetText
Gets the text currently in the widget.
GetText<native><public>():string
button_loud
Text button with big and loud styling applied.
button_loud<native><public> := class<final>(text_button_base):
button_regular
Text button with normal styling applied.
button_regular<native><public> := class<final>(text_button_base):
button_quiet
Text button with quiet styling applied.
button_quiet<native><public> := class<final>(text_button_base):
HUDElements
Shows a set of HUD elements.
(PlayerUI:player_ui).ShowHUDElements<native><public>(HUDElements:[]hud_element_identifier):void
Hides a set of HUD elements.
(PlayerUI:player_ui).HideHUDElements<native><public>(HUDElements:[]hud_element_identifier):void
Resets the visibility for a set of HUD elements.
(PlayerUI:player_ui).ResetHUDElementVisibility<native><public>(HUDElements:[]hud_element_identifier):void
fort_hud_controller
A HUD controller that allows for showing and hiding of HUD elements.
fort_hud_controller<native><public> := interface<epic_internal>:
Shows a set of HUD elements.
ShowElements<public>(HUDElements:[]hud_element_identifier):void
Hides a set of HUD elements.
HideElements<public>(HUDElements:[]hud_element_identifier):void
Resets the visibility for a set of HUD elements.
ResetElementVisibility<public>(HUDElements:[]hud_element_identifier):void
Get the
fort_hud_controllerfor the currentfort_playspace
(Playspace:fort_playspace).GetHUDController<native><public>():fort_hud_controller
HUD Identifiers:
creative_hud_identifier_all<public> := class<final>(hud_element_identifier):
creative_hud_identifier_build_menu<public> := class<final>(hud_element_identifier):
creative_hud_identifier_crafting_resources<public> := class<final>(hud_element_identifier):
creative_hud_identifier_elimination_counter<public> := class<final>(hud_element_identifier):
creative_hud_identifier_equipped_item<public> := class<final>(hud_element_identifier):
creative_hud_identifier_experience_level<public> := class<final>(hud_element_identifier):
creative_hud_identifier_experience_supercharged<public> := class<final>(hud_element_identifier):
creative_hud_identifier_experience_ui<public> := class<final>(hud_element_identifier):
creative_hud_identifier_health<public> := class<final>(hud_element_identifier):
creative_hud_identifier_health_numbers<public> := class<final>(hud_element_identifier):
creative_hud_identifier_hud_info<public> := class<final>(hud_element_identifier):
creative_hud_identifier_interaction_prompts<public> := class<final>(hud_element_identifier):
creative_hud_identifier_map_prompts<public> := class<final>(hud_element_identifier):
creative_hud_identifier_mimimap<public> := class<final>(hud_element_identifier):
creative_hud_identifier_minimap<public> := class<final>(hud_element_identifier):
creative_hud_identifier_pickup_stream<public> := class<final>(hud_element_identifier):
creative_hud_identifier_player_count<public> := class<final>(hud_element_identifier):
creative_hud_identifier_player_inventory<public> := class<final>(hud_element_identifier):
creative_hud_identifier_round_info<public> := class<final>(hud_element_identifier):
creative_hud_identifier_round_timer<public> := class<final>(hud_element_identifier):
creative_hud_identifier_shield_numbers<public> := class<final>(hud_element_identifier):
creative_hud_identifier_shileds<public> := class<final>(hud_element_identifier):
creative_hud_identifier_shields<public> := class<final>(hud_element_identifier):
creative_hud_identifier_storm_notifications<public> := class<final>(hud_element_identifier):
creative_hud_identifier_storm_timer<public> := class<final>(hud_element_identifier):
creative_hud_identifier_team_info<public> := class<final>(hud_element_identifier):
player_hud_identifier_all<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_wood<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_stone<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_metal<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_permanite<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_gold_currency<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_ingredient<public> := class<final>(hud_element_identifier):hud_element_identifier
Used to identify a HUD element.
hud_element_identifier<native><public> := class<abstract><epic_internal>:
slider_regular
Slider with a text value. Displays a slider, its progress bar and value.
slider_regular<native><public> := class<final>(widget):
The value to display to the user. Used only during initialization of the widget and not modified by
SetValue
DefaultValue<native><public>:float = external {}
The minimum value that the slider can haver. Used only during initialization of the widget and not modified by
SetMinValue
DefaultMinValue<native><public>:float = external {}
The maximum value that the slider can haver. Used only during initialization of the widget and not modified by
SetMaxValue
DefaultMaxValue<native><public>:float = external {}
The amount to adjust the value by, when using a controller or keyboard. Used only during initialization of the widget and not modified by
SetStepSize
DefaultStepSize<native><public>:float = external {}
Sets the value of the slider, will clamp the value to be within the sliders minimum and maximum value.
SetValue<native><public>(InValue:float):void
Gets the value of the slider.
GetValue<native><public>():float
Sets the minimum value of the slider, will enforce that the sliders maximum value is always larger than or equal to the minimum value.
SetMinValue<native><public>(InMinValue:float):void
Gets the minimum value of the slider.
GetMinValue<native><public>():float
Sets the maximum value of the slider, will enforce that the sliders maximum value is always larger than or equal to the minimum value.
SetMaxValue<native><public>(InMaxValue:float):void
Gets the maximum value of the slider.
GetMaxValue<native><public>():float
Sets the amount to adjust the value by, when using a controller or keyboard.
SetStepSize<native><public>(InValue:float):void
Gets the amount to adjust the value by.
GetStepSize<native><public>():float
Subscribable event that fires when the value of the slider has changed.
OnValueChanged<public>():listenable(widget_message) = external {}
text_block
Text block widget. Displays text to the user.
text_block<native><public> := class<final>(text_base):
The direction the shadow is cast. Used only during initialization of the widget and not modified by
SetShadowOffset
DefaultShadowOffset<native><public>:?vector2 = external {}
The color of the shadow. Used only during initialization of the widget and not modified by
SetShadowColor
DefaultShadowColor<native><public>:color = external {}
Sets the direction the shadow is cast.
SetShadowOffset<native><public>(InShadowOffset:?vector2):void
Gets the direction the shadow is cast.
GetShadowOffset<native><public>():?vector2
Sets the color of the shadow.
SetShadowColor<native><public>(InColor:color):void
Gets the color of the shadow.
GetShadowColor<native><public>():color
Sets the opacity of the shadow.
SetShadowOpacity<native><public>(InOpacity:type {_X:float where 0.000000 <= _X, _X <= 1.000000}):void
Gets the opacity of the shadow.
GetShadowOpacity<native><public>():type {_X:float where 0.000000 <= _X, _X <= 1.000000}
creative_devices
animation_controller
Animation := module:
Module import path:
/Fortnite.com/Devices/Animation
CreativeAnimation<public> := module:
A structure for defining Bezier interpolation parameters.
cubic_bezier_parameters<native><public> := struct<computes>:
X value of the P1 control point.
0.0 <= X0 <= 1.0or an error will be generated when callinganimation_controller.SetAnimation.
X0<native><public>:float = external {}
Y value of the P1 control point.
Y0<native><public>:float = external {}
X value of the P2 control point.
0.0 <= X1 <= 1.0or an error will be generated when callinganimation_controller.SetAnimation.
X1<native><public>:float = external {}
Y value of the P2 control point.
Y1<native><public>:float = external {}
Convenience interpolation modes. These built in modes are based on the CSS animation standard
Interpolation Types
Convenience interpolation modes. These built in modes are based on the CSS animation standard
Linearanimations move at a constant speed.
Linear<public>:cubic_bezier_parameters = external {}
Easeanimations start slowly, speed up, then end slowly. The speed of the animation is slightly slower at the end than the start.
Ease<public>:cubic_bezier_parameters = external {}
EaseInanimations start slow, then speed up towards the end.
EaseIn<public>:cubic_bezier_parameters = external {}
EaseOutanimations start fast, then slow down towards the end.
EaseOut<public>:cubic_bezier_parameters = external {}
EaseInOutanimations are similar toEasebut the start and end animation speed is symmetric.
EaseInOut<public>:cubic_bezier_parameters = external {}
Instead of specifying the actual keyframe positions, we specify the keyframe deltas. This allows us to treat the initial position of the prop as keyframe 0 and avoid the question of how to get the prop to its initial location. For a
animation_mode.Loopanimation, the net rotation and translation must both be zero. Each delta is interpreted as a world-space transformation to be concatenated onto the previous transform(s).
keyframe_delta<native><public> := struct:
Target position of the
creative_prop. This is a world-space coordinate in cm, with the initial position of thecreative_propacting as coordinate (0,0).
DeltaLocation<native><public>:vector3
Target rotation for the
creative_prop. Rotations are relative to the starting rotation of thecreative_prop
DeltaRotation<native><public>:rotation
Target scale for the
creative_prop. Scale is multiplicative to the starting Scale of thecreative_prop
DeltaScale<native><public>:vector3 = external {}
Time in seconds the
creative_propshould animate between its last frame and this frame.
Time<native><public>:float
Interpolation mode for this
keyframe_deltaDefault =
InterpolationTypes.Linear
Interpolation<native><public>:cubic_bezier_parameters = external {}
Animation play modes.
animation_mode<native><public> := enum:
Stop after playing the animation once.
OneShot
Reverse direction after reaching the final
keyframe_delta, then play the animation in reverse.
PingPong
Play the animation in a loop. This requires the animation ends exactly where it began.
Loop
animation_controllerstates.
animation_controller_state<native><public> := enum:
The target of the animation is not an animatable prop. This could be because:
It is not a
creative_propthat can be animated.It was disposed or otherwise destroyed.
It has the 'Register with Structural Grid' option set in UEFN.
InvalidObject
No animation has been successfully set via
animation_controller.SetAnimation, or that animation has been cleared by a failed call toanimation_controller.SetAnimation
AnimationNotSet
Animation has either never started, finished, or was explicitly stopped.
Stopped
Animation is playing.
Playing
Animation is paused.
Paused
Results for
animation_controller.AwaitNextKeyframefunction.
await_next_keyframe_result<native><public> := enum:
The next keyframe has been reached successfully.
KeyframeReached
No animation is currently playing and this function call has returned immediately.
NotPlaying
The animation was canceled either due to the object being destroyed, becoming invalid, or because it was moved via some other API.
AnimationAborted
Used to move and animate the position of
creative_propobjects.See
creative_prop.GetAnimationControllerfor information on acquiring an instance of ananimation_controllerfor a givencreative_prop.See
SetAnimationfor details on authoring movement and animations.
animation_controller<native><public> := class<epic_internal>:
Suspends at the callsite until the next
keyframe_deltais finished. This will also return if the animation is aborted or not playing. Seeawait_next_keyframe_resultif your code needs to take different paths based on whyAwaitNextKeyframereturned.
AwaitNextKeyframe<native><public>()<suspends>:await_next_keyframe_result
Starts or resumes playback of the animation.
Play<public>():void = external {}
Pauses the animation if it is already playing.
Pause<public>():void = external {}
Stops playback and resets the animation to the first keyframe. Also resets the prop transform. Calling this method is valid while the animation is in the
PlayingorPausedstates.
Stop<public>():void = external {}
Returns the current state of this
animation_controller.
GetState<native><public>()<transacts>:animation_controller_state
Succeeds if this
animation_controllers target is still valid (i.e., the target has not been disposed of either viaDisposeor through any external system.)
IsValid<native><public>()<transacts><decides>:void
Sets the animation for the
animation_controller. Animations are processed in the order provided inKeyframes.
SetAnimation<public>(Keyframes:[]keyframe_delta, ?Mode:animation_mode):void = external {}
Signaled each time a keyframe is reached. Callback(KeyframeIndex:int, InReverse:logic). Note that the KeyframeIndex in the callback is generally in [1, NumDeltaKeyframes] except that in a
PingPonganimation the final keyframe played in reverse is identified as index 0. This is becauseSetAnimationtakes delta keyframes whereas this event notifies the listener that a specific keyframe has been reached.
KeyframeReachedEvent<native><public>:listenable(tuple(int, logic)) = external {}
Signaled when the entire animation is complete. This will only fire for
OneShotanimations.
MovementCompleteEvent<native><public>:listenable(tuple()) = external {}
Signaled when the state has changed. Use
GetStateto get the new state.
StateChangedEvent<native><public>:listenable(tuple()) = external {}
Returns an
animation_controllerused to animateProp. Only a subset ofcreative_proptypes can be animated, though this may change in the future. A few examples of props that cannot be animated yet are: Walls attached to buildings, treasure chests, and Llamas.
(Prop:creative_prop).GetAnimationController<public>()<transacts><decides>:animation_controller = external {}
creative_device
creative_device<native><public> := class<concrete>(creative_object_interface):
Inherit from this to create a custom creative device. Inherited classes will appear in the UEFN content browser the next time Verse compiles. Instances of your derived
creative_devicecan then be placed in the island by dragging them from the content browser into the scene.Override to add custom logic when the game experience begins.
OnBegin<native_callable><public>()<suspends>:void = external {}
Override to add custom logic when the game experience ends. Any coroutines spawned inside
OnEndmay never execute.
OnEnd<native_callable><public>():void = external {}
Returns the transform of the
creative_devicewith units in cm.
GetTransform<override>()<transacts>:transform = external {}
Teleports the
creative_deviceto the specifiedPositionandRotation.
TeleportTo<public>(Position:vector3, Rotation:rotation)<transacts><decides>:void = external {}
Teleports the
creative_deviceto the specified location defined byTransform, also applies rotation and scale accordingly.
TeleportTo<public>(Transform:transform)<transacts><decides>:void = external {}
Moves the
creative_deviceto the specifiedPositionandRotationover the specified time, in seconds. If an animation is currently playing on thecreative_deviceit will be stopped and put into theAnimationNotSetstate.
MoveTo<public>(Position:vector3, Rotation:rotation, OverTime:float)<suspends>:move_to_result = external {}
Moves the
creative_deviceto the specifiedTransformover the specified time, in seconds. If an animation is currently playing on thecreative_deviceit will be stopped and put into theAnimationNotSetstate.
MoveTo<public>(Transform:transform, OverTime:float)<suspends>:move_to_result = external {}
Shows this device in the world.
Show<native><public>()<transacts>:void
Hides this device in the world.
Hide<native><public>()<transacts>:void
Base class for creative_device.
creative_device_base<native><public> := class<abstract><epic_internal>(creative_object):
Internal asset for representing creative devices.
creative_device_asset<native><public> := class<computes><final><epic_internal>:
creative_object_interface<native><public> := interface<epic_internal>(positional):
Base class for creative devices and props.
creative_object<native><public> := class<epic_internal>(creative_object_interface):
Returns the transform of the
creative_objectwith units in cm. You must checkcreative_object.IsValidbefore calling this if there is a possibility the object has been disposed or destroyed by gameplay.
GetTransform<override>()<transacts>:transform = external {}
Teleports the
creative_objectto the specifiedPositionandRotation.
TeleportTo<public>(Position:vector3, Rotation:rotation)<transacts><decides>:void = external {}
Teleports the
creative_objectto the specified location defined byTransform, also applies rotation and scale accordingly.
TeleportTo<public>(Transform:transform)<transacts><decides>:void = external {}
Moves the
creative_objectto the specifiedPositionandRotationover the specified time, in seconds. If an animation is currently playing on thecreative_objectit will be stopped and put into theAnimationNotSetstate.
MoveTo<public>(Position:vector3, Rotation:rotation, OverTime:float)<suspends>:move_to_result = external {}
Moves the
creative_objectto the specifiedTransformover the specified time, in seconds. If an animation is currently playing on thecreative_objectit will be stopped and put into theAnimationNotSetstate.
MoveTo<public>(Transform:transform, OverTime:float)<suspends>:move_to_result = external {}
Returns an array containing all creative objects which have been marked with the specified
Tag.
GetCreativeObjectsWithTag<native><public>(Tag:tag)<transacts>:[]creative_object_interface
Returns an array containing creative objects which have tag(s) matching the specified
SearchCriteria.
GetCreativeObjectsWithTags<native><public>(SearchCriteria:tag_search_criteria)<transacts>:[]creative_object_interface
Returns a queryable
tag_viewwhich can be used to query the tags onCreativeObject.
(CreativeObject:creative_object_interface).GetTags<native><public>():tag_view
Returns the
fort_playspacethatCreativeObjectbelongs to.
(CreativeObject:creative_object_interface).GetPlayspace<native><public>()<transacts>:fort_playspace
A Fortnite prop that has been placed or spawned in the island.
creative_prop<native><public> := class<concrete><final>(creative_object, invalidatable):
Destroys the
creative_propand remove it from the island.
Dispose<native><override>():void
Succeeds if this object has not been disposed of either via
Dispose()or through an external system.
IsValid<native><override>()<transacts><decides>:void
Changes the Mesh used by this instance.
SetMesh<native><public>(Mesh:mesh)<transacts>:void
Changes the Material of the Mesh used by this instance. Optionally can specify which Mesh element index to apply the material to, otherwise defaults to the 0 (default) Mesh element
SetMaterial<native><public>(Material:material, ?Index:int = external {})<transacts>:void
Shows the
creative_propin the world and enable collisions.
Show<native><public>()<transacts>:void
Hides the
creative_propin the world and disable collisions.
Hide<native><public>()<transacts>:void
creative_prop_asset
Asset used to spawn
creative_propinstances.
creative_prop_asset<native><public> := class<computes><concrete><final><epic_internal>:
A default asset to be used when creating an editor-specified
creative_prop_assetvariable.
DefaultCreativePropAsset<public>:creative_prop_asset = external {}
SpawnProp
spawn_prop_result<native><public> := enum:
Results for
SpawnProp.The spawn point contains NaN or Inf.
InvalidSpawnPoint
The spawn point is outside the island's boundaries.
SpawnPointOutOfBounds
The asset is not a valid
creative_prop.
InvalidAsset
More props have been spawned than are permitted by the island's rules (currently 100 per script device and 200 total per island).
TooManyProps
Spawns a
creative_propat the specifiedPositionandRotation.PositionandRotationunits are in cm.Returns tuple:
0: Instance of a
creative_prop. False if nocreative_propcould be created. Seespawn_prop_resultfor failure cases.1: Success or failure results.
SpawnProp<native><public>(Asset:creative_prop_asset, Position:vector3, Rotation:rotation)<transacts>:tuple(?creative_prop, spawn_prop_result)
Spawns a
creative_propat the specifiedTransform. `Units are in cm.Returns tuple:
0: Instance of a
creative_prop. False if nocreative_propcould be created. Seespawn_prop_resultfor failure cases.1: Success or failure results.
SpawnProp<native><public>(Asset:creative_prop_asset, Transform:transform)<transacts>:tuple(?creative_prop, spawn_prop_result)
device_event_ai_interaction
device_ai_interaction_result<native><public> := struct<epic_internal>:
Payload of
device_event_ai_interaction.Optional agent that triggered the interaction
Source<native><public>:?agent
Optional agent targeted by
Source.
Target<native><public>:?agent
Results for
MoveTo.
move_to_result<public> := enum:
The destination has been reached.
DestinationReached
The destination will not be reached. See debug log in UEFN for more info.
WillNotReachDestination
patchwork_device
patchwork_device<public> := class<concrete>(creative_device_base):
Base class for all Patchwork devices.
Enables this device.
Enable<public>():void = external {}
Disables this device.
Disable<public>():void = external {}
Define shared settings for Patchwork devices.
music_manager_device<public> := class<concrete><final>(patchwork_device):
Apply a distortion effect to Patchwork audio inputs.
distortion_effect_device<public> := class<concrete><final>(patchwork_device):
Modify a setting on another Patchwork device in a regularly repeating pattern.
lfo_modulator_device<public> := class<concrete><final>(patchwork_device):
Turn Patchwork note inputs into audio using instrument samples.
instrument_player_device<public> := class<concrete><final>(patchwork_device):
Output Patchwork audio for players to hear.
speaker_device<public> := class<concrete><final>(patchwork_device):
Create drum note patterns for Patchwork devices.
drum_sequencer_device<public> := class<concrete><final>(patchwork_device):
Send events to devices based on Patchwork note inputs.
note_trigger_device<public> := class<concrete><final>(patchwork_device):
Apply an echo effect to Patchwork audio inputs.
echo_effect_device<public> := class<concrete><final>(patchwork_device):
Turn Patchwork note inputs into audio using drum samples.
drum_player_device<public> := class<concrete><final>(patchwork_device):
Modify a setting on another Patchwork device when triggered.
value_setter_device<public> := class<concrete><final>(patchwork_device):
Transpose Patchwork note inputs to follow a chord progression.
note_progressor_device<public> := class<concrete><final>(patchwork_device):
Turn Patchwork note inputs into audio using customizable sound synthesis.
omega_synthesizer_device<public> := class<concrete><final>(patchwork_device):
Modify a setting on another Patchwork device in steps over time.
step_modulator_device<public> := class<concrete><final>(patchwork_device):
Create melodic note patterns for Patchwork devices.
note_sequencer_device<public> := class<concrete><final>(patchwork_device):
player_spawner_device
player_spawner_device<public> := class<concrete><final>(creative_device_base):
Used to spawn an
agenton an island. Use multipleplayer_spawner_devices to spawn multipleagents.Signaled when an
agentis spawned from this device.Sends the
agentthat spawned.
SpawnedEvent<public>:listenable(agent) = external {}
Enables this device.
Enable<public>():void = external {}
Disables this device.
Disable<public>():void = external {}
player_reference_device
player_reference_device<public> := class<concrete><final>(creative_device_base):
Used to relay
agentstatistics to other devices andagents. Can transmit statistics such as elimination count, eliminated count, or scores when certain conditions are met. Can also project a hologram of theagentand display text that can be altered in various positions and curvatures.Signaled when this device is activated.
Sends the
agentstored in the device.
ActivatedEvent<public>:listenable(agent) = external {}
Signaled when a stat tracked by this device is updated.
Sends the
agentstored in the device.
TrackedStatChangedEvent<public>:listenable(agent) = external {}
Signaled when the
agenttracked by this device is updated.Sends the new
agentstored in the device.
AgentUpdatedEvent<public>:listenable(agent) = external {}
Signaled when the
agenttracked by this fails to be updated.Sends the
agentthat attempted to be stored in this device.
AgentUpdateFailsEvent<public>:listenable(agent) = external {}
Signaled when the
agenttracked by this device is replaced.Sends the new
agentstored in the device.
AgentReplacedEvent<public>:listenable(agent) = external {}
Enables or Disables this device.
Enable<public>():void = external {} Disable<public>():void = external {}
Ends the round/game.
Activate<public>():void = external {}
Registers
Agentas theagentbeing tracked by this device.
Register<public>(Agent:agent):void = external {}
Clears the state of this device.
Clear<public>():void = external {}
Is true when
Agentis the player being referenced by the device.
IsReferenced<public>(Agent:agent)<transacts><decides>:void = external {}
Returns the
agentcurrently referenced by the device.
GetAgent<public>():?agent = external {}
Returns the stat value that this device is currently tracking
GetStatValue<public>():int = external {}
animated_mesh_device
animated_mesh_device<public> := class<concrete><final>(creative_device_base):
Used to select, spawn, and configure a skeletal mesh to play a specific animation.
Starts or resumes playback of the animation.
Play<public>():void = external {}
Pauses playback of the animation.
Pause<public>():void = external {}
Starts or resumes reverse playback of the animation.
PlayReverse<public>():void = external {}
Used to create a customizable turret that can search for nearby targets.
automated_turret_device<public> := class<concrete><final>(creative_device_base):Triggers when someone enters the activation radius while nobody else is there.
Sends the activating
agent. If the activator is a non-agent thenfalseis returned.
ActivatedEvent<public>:listenable(?agent) = external {}
Triggers when the turret is damaged.
Sends the triggering
agent. If the activator is a non-agent thenfalseis returned.
DamagedEvent<public>:listenable(?agent) = external {}
Triggers when the turret is destroyed.
Sends the triggering
agent. If the activator is a non-agent thenfalseis returned.
DestroyedEvent<public>:listenable(?agent) = external {}
Sends the
agentthat was found.
TargetFoundEvent<public>:listenable(agent) = external {}
Triggers when the turret loses a target.
Sends the
agentthat was lost.
TargetLostEvent<public>:listenable(agent) = external {}
Enables or disable.
Enable<public>():void = external {}
Disable<public>():void = external {}
Set the turret to the Default Team.
Only usable if Possible Targets is not set to Everyone
UseDefaultTeam<public>():void = external {}
Set the turret to the Wildlife & Creatures team.
Only usable if Possible Targets is not set to Everyone
UseTeamWildlifeAndCreatures<public>():void = external {}
Set the turret to the same team as the supplied
Agent.Only usable if Possible Targets is not set to Everyone
SetTeam<public>(Agent:agent):void = external {}
Set the supplied
Agentas the turret's target.The target will only change if
Agentis within the activation radius, has direct line-of-sight to the turret,is on a targetable team as determined by
Possible Targets, and is not Down But Not Out.
SetTarget<public>(Agent:agent):void = external {}
cinematic_sequence_device
cinematic_sequence_device<public> := class<concrete><final>(creative_device_base):
Used to trigger level sequences that allow coordination of cinematic animation, transformation, and audio tracks.
Signaled when the sequence is stopped.
StoppedEvent<public>:listenable(tuple()) = external {}
Plays the sequence. This will only work when the device is set to Everyone
Play<public>():void = external {}
Plays the sequence. An instigating 'Agent' is required when the device is set to anything except Everyone
Play<public>(Agent:agent):void = external {}
Stops the sequence.
Stop<public>():void = external {}
Stops the sequence. An instigating 'Agent' is required when the device is set to anything except Everyone
Stop<public>(Agent:agent):void = external {}
Go to the end and stop the sequence.
GoToEndAndStop<public>():void = external {}
Go to the end and stop the sequence. An instigating 'Agent' is required when the device is set to anything except Everyone
GoToEndAndStop<public>(Agent:agent):void = external {}
Pauses the sequence.
Pause<public>():void = external {}
Pauses the sequence. An instigating 'Agent' is required when the device is set to anything except Everyone
Pause<public>(Agent:agent):void = external {}
Toggles between
PlayandStop.
TogglePause<public>():void = external {}
Toggles between
PlayandStop. An instigating 'Agent' is required when the device is set to anything except Everyone
TogglePause<public>(Agent:agent):void = external {}
Set the playback position (in frames) of the sequence.
SetPlaybackFrame<public>(PlaybackFrame:int):void = external {}
Returns the playback position (in frames) of the sequence.
GetPlaybackFrame<public>()<transacts>:int = external {}
Set the playback position (in time/seconds) of the sequence.
SetPlaybackTime<public>(PlaybackTime:float):void = external {}
Returns the playback position (in time/seconds) of the sequence.
GetPlaybackTime<public>()<transacts>:float = external {}
Set the playback rate of the sequence.
SetPlayRate<public>(PlayRate:float):void = external {}
Returns the playback rate of the sequence.
GetPlayRate<public>()<transacts>:float = external {}
gameplay_camera_fixed_angle_device
gameplay_camera_fixed_angle_device<public> := class<concrete><final>(gameplay_camera_device):
Used to update the camera’s current viewpoint and rotation based on a fixed angle
gameplay_camera_fixed_point_device<public> := class<concrete><final>(gameplay_camera_device):
Used to update the camera’s current viewpoint and rotation based on a fixed point.
gameplay_camera_device<public> := class<abstract><epic_internal>(creative_device_base):
Used to update the camera’s current viewpoint and rotation based on current camera mode.
Enables or Disables this device.
Enable<public>():void = external {}
Disable<public>():void = external {}
Adds the camera to the
Agent’s camera stack and pushes it to be the active camera.
AddTo<public>(Agent:agent):void = external {}
Adds the camera to all
Agents camera stacks and pushes it to be the active camera.
AddToAll<public>():void = external {}
Removes the camera from the
Agent’s camera stack and pops from being the active camera replacing it with the next one in the stack.
RemoveFrom<public>(Agent:agent):void = external {}
Removes the camera from all
Agents camera stacks and pops from being the active camera replacing it with the next one in the stack.
RemoveFromAll<public>():void = external {}
gameplay_controls_third_person_device
gameplay_controls_third_person_device<public> := class<concrete><final>(gameplay_controls_device):
Used to adapt the controls to the camera perspective
gameplay_controls_device
gameplay_controls_device<public> := class<abstract><epic_internal>(creative_device_base):
Used to update the gameplay controls scheme based on current control mode.
Enables or disables this device.
Enable<public>():void = external {}
Disable<public>():void = external {}
Adds the gameplay control to the
Player’s gameplay controls stack and pushes it to be the active control.
AddTo<public>(Agent:agent):void = external {}
Adds the gameplay control to all
Agents gameplay controls stack and pushes it to be the active control.
AddToAll<public>():void = external {}
Removes the gameplay control from the
Agent’s gameplay controls stack and pops from being the active control replacing it with the next one in the stack.
RemoveFrom<public>(Agent:agent):void = external {}
Removes the gameplay control from all
Agents gameplay controls stack and pops from being the active control replacing it with the next one in the stack.
RemoveFromAll<public>():void = external {}
class_selector_ui_device
class_selector_ui_device<public> := class<concrete><final>(creative_device_base):
Used to allow players to select their
Classfrom aClass Selector UISignaled when an
agentselects a class.Sends the
agentthat selected a class.
ClassSelectedEvent<public>:listenable(agent) = external {}
Signaled when an
agentcloses the UI.Sends the
agentthat closed the UI.
UIClosedEvent<public>:listenable(agent) = external {}
Signaled when the UI is opened.
Sends the
agentthat is responsible for opening the UI.
UIOpenedEvent<public>:listenable(agent) = external {}
Enables or disables this device.
Enable<public>():void = external {} Disable<public>():void = external {}
Show the Class Selector UI to
Agent.
Show<public>(Agent:agent):void = external {}
post_process_device
post_process_device<public> := class<concrete><final>(creative_device_base):
Used to apply Post Process Effects to players through the creative device rather than a Post Process Volume.
Signaled when a blend in event has finished. Sends the
agentthat used this device.
BlendingInCompleteEvent<public>:listenable(?agent) = external {}
Signaled when a blend out event has finished. Sends the
agentthat used this device.
BlendingOutCompleteEvent<public>:listenable(?agent) = external {}
Enables this device only for the instigating
Agent.
Enable<public>(Agent:agent):void = external {}
Enables this device for all players.
Enable<public>():void = external {}
Disables this device only for the instigating
Agent.
Disable<public>(Agent:agent):void = external {}
Disables this device for all players.
Disable<public>():void = external {}
Starts blending in the post process effect to the set strength only for the instigating
Agent.
BlendIn<public>(Agent:agent):void = external {}
Starts blending in the post process effect to the set strength for all players.
BlendInForAll<public>():void = external {}
Starts blending out the post process effect to 0 strength only for the instigating
Agent.
BlendOut<public>(Agent:agent):void = external {}
Starts blending out the post process effect to 0 strength for all players.
BlendOutForAll<public>():void = external {}
Resets to the starting strength, ending any ongoing blending only for the instigating
Agent.
Reset<public>(Agent:agent):void = external {}
Resets to the starting strength, ending any ongoing blending for all players.
ResetForAll<public>():void = external {}
map_controller_device
map_controller_device<public> := class<concrete><final>(creative_device_base):
Used to control the behavior of the map & minimap.
Activation for a given
agentcan occur automatically via the device's Activate Automatically user option, by theagententering and exiting the device's volume if using the Activate on Trigger user option, or via events from other devices or verse.When more than one map controller is activated for a given
agent, the one with the highest Map Priority user option applies.Adds the map controller to the provided
Agent's map controller stack.If multiple map controllers are active for an
agent, the one with the highest Map Priority is used.
Activate<public>(Agent:agent):void = external {}
Adds the map controller to all
agents in the experience.If multiple map controllers are active for an
agent, the one with the highest Map Priority is used.
Activate<public>():void = external {}
Removes the map controller from the provided
Agent's map controller stack.
Deactivate<public>(Agent:agent):void = external {}
Removes the map controller from all
agents in the experience.The next highest priority active map controller will be used, or if none exists, the default behavior will be restored.
Deactivate<public>():void = external {}
Enables the device.
Enabling the device will allow it to be activated, both by incoming events, and by trigger if using Activate on Trigger.
Enable<public>():void = external {}
Disables the device.
Disabling the device will deactivate it for all
agentsin the experience, turn off the trigger functionality, and prevent it from responding to events.
Disable<public>():void = external {}
Sets the Capture Box Size (in meters).
Capture Box Size refers to the length and width of the area used for both the map capture image as well as the activation trigger.
Value is clamped between
25.0and2500.0meters.
SetCaptureBoxSize<public>(Size:float):void = external {}
Returns the Capture Box Size (in meters).
GetCaptureBoxSize<public>()<transacts>:float = external {}
accolades_device
accolades_device<public> := class<concrete><final>(creative_device_base):
Used to set up islands so players will earn Battle Pass XP when they interact with your island. Accolades are achievements or accomplishments that players can complete to earn XP.
TestAwardEvent<public>:listenable(agent) = external {}
Signaled when testing the accolade to make sure it is awarded as expected. Only signals within unpublished island environments.
Sends the
agentreceiving the achievement.Enable or Disable
Enable<public>():void = external {} Disable<public>():void = external {}
Awards the XP to
agent
Award<public>(Agent:agent):void = external {}
analytics_device
analytics_device<public> := class<concrete><final>(creative_device_base):
Used to track
agentevents used to generate analytics.Enable or Disable
Enable<public>():void = external {} Disable<public>():void = external {}
Submits an event for
Agent
Submit<public>(Agent:agent):void = external {}
campfire_device
campfire_device<public> := class<concrete><final>(creative_device_base):
Used to place a campfire in the world that an
agentcan use to heal themselves
AgentEntersEffectAreaEvent<public>:listenable(agent) = external {} AgentExitsEffectAreaEvent<public>:listenable(agent) = external {}
Signaled when an
agententers or exits the area of effect for this device, Sends the entering or exitingagentas instigator
CampfirePulseEvent<public>:listenable(tuple()) = external {}
Signaled when this device generates a pulse.
AgentPulsedEvent<public>:listenable(agent) = external {}
Signaled when an
agentis affected by a pulse generated by this device, Sends the affectedagent
LitEvent<public>:listenable(agent) = external {} ExtinguishedEvent<public>:listenable(agent) = external {}
Signaled when this device is lit or extinguished by an
agentwho is also the instigator
EnabledEvent<public>:listenable(tuple()) = external {} DisabledEvent<public>:listenable(tuple()) = external {}
Signaled when this device is enabled or disabled
AddWood<public>():void = external {}
Adds wood to this device.
Light<public>(Agent:agent):void = external {}
Lights this device.
Extinguish<public>(Agent:agent):void = external {}
Extinguishes this device.
crowd_volume_device
crowd_volume_device<public> := class<concrete><final>(creative_device_base):
Spawns a crowd to cheer you on.
Enables this device.
Enable<public>():void = external {}
Disables this device.
Disable<public>():void = external {}
item_remover_device
item_remover_device<public> := class<concrete><final>(creative_device_base):
Used to cause
agents to drop or lose items from their inventory. For example, if anagentis Down But Not Out, they could drop items from their inventory, and otheragents could then pick up those items.Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Remove items from
Agents inventory. The items that are removed can be configured using Affected Items.Remove<public>(Agent:agent):void = external {}
character_device
character_device<public> := class<concrete>(creative_device_base):
Used to configure a single interactive mannequin, that can visualize characters, clothing, and perform emotes.
InteractedWithEvent<public>:listenable(agent) = external {}
Signaled when an
agentinteracts with this device, Sends theagentthat interacted with this device.
Enable<public>():void = external {}
Enables this device.
Disable<public>():void = external {}
Disables this device.
Show<public>():void = external {} Hide<public>():void = external {}
Toggle visibility
PlayEmote<public>():void = external {}
Plays an emote on the character created by this device.
player_marker_device
player_marker_device<public> := class<concrete><final>(creative_device_base):
Used to mark an
agent's position on the minimap and configure the information shown for markedagents.
FirstItemValueChangedEvent<public>:listenable(agent) = external {}
Signaled when the first item type monitored on marked agents has changed.
Sends the marked
agent.
SecondItemValueChangedEvent<public>:listenable(agent) = external {}
Signaled when the second item type monitored on marked agents has changed.
Sends the marked
agent.
FirstItemValueReachedEvent<public>:listenable(agent) = external {}
Signaled when a marked
agentmeets the quantity condition for the first monitored item type (e.g. Fewer Than, Equal To, More Than X).Sends the marked
agent.
SecondItemValueReachedEvent<public>:listenable(agent) = external {}
Signaled when a marked
agentmeets the quantity condition for the second monitored item type (e.g. Fewer Than, Equal To, More Than X).Sends the marked
agent.
Attach<public>(Agent:agent):void = external {} Detach<public>(Agent:agent):void = external {}
Attaches a marker to
Agent.Detaches a marker from
Agent.
DetachFromAll<public>():void = external {}
Detaches markers from all marked
agents.
player_checkpoint_device
player_checkpoint_device<public> := class<concrete><final>(creative_device_base):
Used to set an
agent's spawn point when activated. This can also clear theagent's inventory.
FirstActivationEvent<public>:listenable(agent) = external {}
Signaled when this device is first activated by any
agent.Sends the
agentthat activated this device.Signaled each time a new
agentactivates this device.Sends the
agentthat activated this device.
FirstActivationPerAgentEvent<public>:listenable(agent) = external {}
Enables this device.
Enable<public>():void = external {}
Disables this device.
Disable<public>():void = external {}
Registers this checkpoint for
Agent. This sets the respawn point and can clearAgent's inventory depending on this device's settings. Multipleagents can be registered to this device at one time.
Register<public>(Agent:agent):void = external {}
real_time_clock_device
real_time_clock_device<public> := class<concrete><final>(creative_device_base):
Used to trigger in game events based on real world time.
Signaled when the optional second Duration time has been reached.
DurationElapsedEvent<public>:listenable(tuple()) = external {}
Signaled when the target time is reached.
TimeReachedEvent<public>:listenable(tuple()) = external {}
Signaled when this device is enabled after the target time has been reached.
EnablingAfterTimeReachedEvent<public>:listenable(tuple()) = external {}
Signaled when this device is enabled before the target time has been reached.
EnablingBeforeTimeReachedEvent<public>:listenable(tuple()) = external {}
Enables this device.
Enable<public>():void = external {}
Disables this device.
Disable<public>():void = external {}
prop_mover_device
prop_mover_device<public> := class<concrete><final>(creative_device_base):
Used to move around a building or prop, and customize responses to various collision event types.
EnabledEvent<public>:listenable(tuple()) = external {}
Signaled when this device is disabled.
DisabledEvent<public>:listenable(tuple()) = external {}
Signaled when the prop movement begins.
BeganEvent<public>:listenable(tuple()) = external {}
Signaled when the prop movement ends.
EndedEvent<public>:listenable(tuple()) = external {}
Signaled when the prop reaches its destination.
FinishedEvent<public>:listenable(tuple()) = external {}
Signaled when the prop changes its direction.
MovementModeChangedEvent<public>:listenable(tuple()) = external {}
Signaled when the prop hits an
agent.Sends the
agenthit by the prop.
AgentHitEvent<public>:listenable(agent) = external {}
Signaled when the prop hits a creature, animal, or NPC.
AIHitEvent<public>:listenable(tuple()) = external {}
Signaled when the prop hits another prop.
PropHitEvent<public>:listenable(tuple()) = external {}
Enables this device.
Enable<public>():void = external {}
Disables this device.
Disable<public>():void = external {}
Moves the prop to its original position.
Reset<public>():void = external {}
Begins the prop moving.
Begin<public>():void = external {}
Ends the prop moving.
End<public>():void = external {}
Moves the prop forward based on this device's default configuration, ignoring the prop's previous movement.
Advance<public>():void = external {}
Reverses the prop's moving direction.
Reverse<public>():void = external {}
Sets the total distance (in meters) that the prop will move.
SetTargetDistance<public>(InDistance:float):void = external {}
Returns the total distance (in meters) that the prop will move.
GetTargetDistance<public>()<transacts>:float = external {}
Sets the speed (in meters per second) at which the prop will move to its destination.
SetTargetSpeed<public>(Speed:float):void = external {}Returns the speed (in meters per second) at which the prop mover will move the prop to its destination.
GetTargetSpeed<public>()<transacts>:float = external {}
switch_device
switch_device<public> := class<concrete><final>(creative_device_base):
Used to allow agents to turn other linked devices on/off or other custom state changes.
Signaled when the switch is turned on by the specified
agent.Sends the
agentthat turned on the device.TurnedOnEvent<public>:listenable(agent) = external {}Signaled when the switch is turned off by the specified
agent.Sends the
agentthat turned off the device.TurnedOffEvent<public>:listenable(agent) = external {}Signaled if the switch is on when the state is checked.
IfOnWhenCheckedEvent<public>:listenable(tuple()) = external {}Signaled if the switch is off when the state is checked.
IfOffWhenCheckedEvent<public>:listenable(tuple()) = external {}Signaled when the switch state is saved.
StateSaveEvent<public>:listenable(tuple()) = external {}Signaled when the switch state changes.
StateChangesEvent<public>:listenable(tuple()) = external {}Signaled when the switch state is loaded by the specified
agent.Sends the
agentthat loaded the state on the device.StateLoadEvent<public>:listenable(agent) = external {}Signaled when the persistent data is cleared by the specified
agent.Sends the
agentthat cleared persistent data on the device.ClearEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Turns on this device with
Agentacting as the instigator of the action.TurnOn<public>(Agent:agent):void = external {}Turns off the device with
Agentacting as the instigator of the action.TurnOff<public>(Agent:agent):void = external {}Toggles between
TurnOnandTurnOffwithAgentacting as the instigator of the action.ToggleState<public>(Agent:agent):void = external {}Loads the device state with
Agentacting as the instigator of the action.LoadState<public>(Agent:agent):void = external {}Saves the device state with
Agentacting as the instigator of the action.SaveState<public>(Agent:agent):void = external {}Loads the device state for all players.
LoadStateForAll<public>():void = external {}Saves the device state for all players
SaveStateForAll<public>():void = external {}Checks the device state with
Agentacting as the instigator of the action.CheckState<public>(Agent:agent):void = external {}Clears persistence data for
Agent.ClearPersistenceData<public>(Agent:agent):void = external {}Clears persistence data for all
agents.ClearAllPersistenceData<public>():void = external {}Returns the current state of this switch: true (on) or false (off). Use this overload of
GetCurrentStatewhen this device has Store State Per Player set to Yes.GetCurrentState<public>(Agent:agent)<transacts><decides>:void = external {}Returns the current state of this switch: true (on) or false (off). Use this overload of
GetCurrentStatewhen this device has Store State Per Player set to No.GetCurrentState<public>()<transacts><decides>:void = external {}Query whether this device has a single global on/off state, or has a personalized on/off state for each individual agent.
IsStatePerAgent<public>()<transacts><decides>:void = external {}Sets the Interaction Time required to activate this device (in seconds).
SetInteractionTime<public>(Time:float):void = external {}Returns the Interaction Time required to activate this device (in seconds).
GetInteractionTime<public>()<transacts>:float = external {}Sets the Turn On Text to be displayed to a user when the switch is currently off, and offers an interaction to switch it on. Clamped to 150 characters.
SetTurnOnInteractionText<public>(Text:message):void = external {}Sets the Turn Off Text to be displayed to a user when the switch is currently on, and offers an interaction to switch it off. Clamped to 150 characters.
SetTurnOffInteractionText<public>(Text:message):void = external {}Sets the state of the switch to a specific value for a specific
Agent.Use when the device has Store State Per Player set to Yes.
SetState<public>(Agent:agent, State:logic):void = external {}Sets the state of the switch to a specific value.
Use when the device has Store State Per Player set to No.
SetState<public>(State:logic):void = external {}Updates the State Reset Time for the device, in seconds, clamped to the Min and Max defined in the device.
This will not apply to any state reset timers currently in effect.
Set to 0.0 to disable the State Reset Time. Set to less than 0.0 to reset to default.
SetStateResetTime<public>(Time:float):void = external {}Updates the State Reset Time for the device, in seconds,for a specific player (if Store State Per Player is Yes), clamped to the Min and Max defined in the device.
This will not apply to any state reset timers currently in effect.
Set to 0.0 to disable the State Reset Time. Set to less than 0.0 to reset to default.
SetStateResetTime<public>(Agent:agent, Time:float):void = external {}Returns the value of State Reset Time, in seconds, for the device. Returns -1.0 if State Reset Time is not used.
GetStateResetTime<public>()<transacts>:float = external {}
*Returns the value of State Reset Time, in seconds, for the device, for a specific player. Returns -1.0 if State Reset Time is not used. GetStateResetTime<public>(Agent:agent)<transacts>:float = external {}
Returns the time, in seconds, before the switch will reset itself to default.
Returns -1.0 if Store State Per Player is Yes or if there is no active reset timer.
GetCurrentResetTime<public>():float = external {}Returns the time, in seconds, before the switch will reset itself to default for Agent.
Returns -1.0 if there is no active reset timer.
GetCurrentResetTime<public>(Agent:agent):float = external {}
volume_device
volume_device<public> := class<concrete><final>(creative_device_base):
Used to track when agents enter and exit a volume.
Signaled when an
agententers the device volume.AgentEntersEvent<public>:listenable(agent) = external {}Signaled when an
agentexits the device volume.AgentExitsEvent<public>:listenable(agent) = external {}
crash_pad_device
crash_pad_device<public> := class<concrete><final>(creative_device_base):
Used to place a crash pad that can bounce players and protect them from fall damage.
Signaled when an
agentis launched by this device.Sends the launched
agent.LaunchedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}
fishing_zone_device
fishing_zone_device<public> := class<concrete><final>(creative_device_base):
Used to add fishing mechanics to experiences, such as:
Signaled when an
agentcatches a fish.Sends the
agentthat caught the fish.CaughtEvent<public>:listenable(agent) = external {}Signaled when all items have been caught and removed.
Sends the
agentthat caught the last fish.EmptyEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Resets the number of available uses for this device back to Uses Allowed.
Reset<public>():void = external {}Returns all caught and removed items to the inventory. This only works when Pool Type is set to Device Inventory.
Restock<public>():void = external {}
hud_controller_device
hud_controller_device<public> := class<concrete><final>(creative_device_base):
Used to show or hide parts of the HUD for players or teams.
Use this with other devices such as the
hud_message_device,map_indicator_device, andbillboard_deviceto control the HUDEnables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Sets the Affected Class option to
Agent's class.UpdateAffectedClass<public>(Agent:agent):void = external {}Sets the Affected Team option to
Agent's team.UpdateAffectedTeam<public>(Agent:agent):void = external {}Resets the Affected Class option to its starting value.
ResetAffectedClass<public>():void = external {}Resets the Affected Team option to its starting value.
ResetAffectedTeam<public>():void = external {}
changing_booth_device := class(creative_device_base):
changing_booth_device<public> := class<concrete><final>(creative_device_base):
Allows players to change their outfit in game
end_game_device
end_game_device<public> := class<concrete><final>(creative_device_base):
Used to configure rules that can end the current round or game.
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Ends the round/game. Uses
Agent's team to determine if the round/game ends when Activating Team is enabled.Activate<public>(Agent:agent):void = external {}
race_manager_device
race_manager_device<public> := class<concrete><final>(creative_device_base):
Used with the
race_checkpoint_deviceto create more advanced racing modes.Signaled when the race begins.
Sends the
agentthat started the race.RaceBeganEvent<public>:listenable(agent) = external {}Signaled when an
agentfinishes the race.Sends the
agentthat finished the race.RaceCompletedEvent<public>:listenable(agent) = external {}Signaled when an
agentcompletes their first lap.Sends the
agentthat finished the lap.FirstLapCompletedEvent<public>:listenable(agent) = external {}Signaled when an
agentcompletes a lap.Sends the
agentthat finished the lap.LapCompletedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Begins the race.
Begin<public>():void = external {}Ends the race.
End<public>():void = external {}
race_checkpoint_device
race_checkpoint_device<public> := class<concrete><final>(creative_device_base):
Used in tandem with
race_manager_deviceto define the route players must traverse.Signaled when this checkpoint becomes the next checkpoint that
agents need to pass for the first time.Sends the first
agentwho is now targeting this checkpoint.CheckpointBecomesCurrentForTheFirstTimeEvent<public>:listenable(agent) = external {}Signaled when this checkpoint becomes the current checkpoint for
agent.Sends the
agentwho is now targeting this checkpoint.CheckpointBecomesCurrentEvent<public>:listenable(agent) = external {}Signaled when an
agentpasses this checkpoint.Sends the
agentthat passed this checkpoint.CheckpointCompletedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Sets this checkpoint as the current checkpoint for
Agent. This only functions ifAgenthas not already passed this checkpoint.SetAsCurrentCheckpoint<public>(Agent:agent):void = external {}
item_shop_device
item_shop_device<public> := class<concrete><final>(creative_device_base):
Allows the item shop to be opened when activated
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}
ai_patrol_path_device
ai_patrol_path_device<public> := class<concrete><final>(creative_device_base):
Used to create patrolling behavior for guards spawned with the
guard_spawner_device.Assign an AI to this patrol path.
Assign<public>(Patroller:agent):void = external {}Signaled when a guard reaches this device.
NodeReachedEvent<public>:listenable(agent) = external {}Signaled when a guard cannot reach the next
ai_patrol_path_device.NextNodeUnreachableEvent<public>:listenable(agent) = external {}Signaled when a guard starts moving on the patrol path.
PatrolPathStartedEvent<public>:listenable(agent) = external {}Signaled when a guard stops moving on the patrol path.
PatrolPathStoppedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Commands patroller to follow the Next Patrol Path Group instead of the default Patrol Path Group.
GoToNextPatrolGroup<public>(Patroller:agent):void = external {}
audio_mixer_device
audio_mixer_device<public> := class<concrete><final>(creative_device_base):
Used to manage sound buses via control bus mixes set on the Audio Mixer Device.
Activates the mix set on the audio mixer.
ActivateMix<public>():void = external {}Deactivates the mix set on the audio mixer.
DeactivateMix<public>():void = external {}Adds
Agentas a target when using the CanBeHeardBy Registered Players or NonRegisteredPlayers options.Register<public>(Agent:agent):void = external {}Removes
Agentas a target when using the CanBeHeardBy Registered Players or NonRegisteredPlayers options.Unregister<public>(Agent:agent):void = external {}Removes all previously registered
agents when using the CanBeHeardBy Registered Players or NonRegisteredPlayers options.UnregisterAll<public>():void = external {}
audio_player_device
audio_player_device<public> := class<concrete><final>(creative_device_base):
Used to configure and play audio from the device location or from registered
agents.Enables this device. Allows this device to be triggered from other linked devices (i.e. triggers) and allow calls to
Playto succeed.Enable<public>():void = external {}Disables this device. No longer allows this device to be triggered from other linked devices (i.e. triggers) and will stop any currently playing audio.
Disable<public>():void = external {}Starts playing audio from this device for
Agent. This can only be used when the device is set to be Heard by Instigator.Play<public>(Agent:agent):void = external {}Starts playing audio from this device.
Play<public>():void = external {}Stops any audio playing from this device for
Agent. This can only be used when the device is set to be Heard by Instigator.Stop<public>(Agent:agent):void = external {}Stops any audio playing from this device.
Stop<public>():void = external {}Adds
Agentas a target to play audio from when activated.Register<public>(Agent:agent):void = external {}Removes
Agentas a target to play audio from when activated.Unregister<public>(Agent:agent):void = external {}Removes all previously registered
agents as valid targets to play audio from when activated.UnregisterAll<public>():void = external {}Shows this device in the world.
Show<public>()<transacts>:void = external {}Hides this device from the world.
Hide<public>()<transacts>:void = external {}
bouncer_device
bouncer_device<public> := class<concrete><final>(creative_device_base):
Used to create a bouncer that can launch players, vehicles, and more into the air with optional effects.
Signaled when the condition in the On Bounced Trigger option is met and someone or something is launched.
Sends the
agentthat bounced. If a vehicle bounced, sends the driver. If a projectile bounced, sends its instigator.Sends
falseif something else bounced, including a vehicle with no driverBouncedEvent<public>:listenable(?agent) = external {}Signaled when the heal effect starts for an
agent.HealStartEvent<public>:listenable(agent) = external {}Signaled when the heal effect stops for an
agent.HealStopEvent<public>:listenable(agent) = external {}Enables bouncing on this device, as well as any visual and audio effects.
Enable<public>():void = external {}Disables bouncing on this device, as well as any visual and audio effects.
Disable<public>():void = external {}
signal_remote_manager_device
<public> := class<concrete><final>(creative_device_base):
Used to trigger a custom response to a Primary or Secondary signal, sent by a Signal Remote item.
Signaled when a player has triggered the Primary signal using a Signal Remote item. (Fire button)
Sends the
agentthat triggered the signal.PrimarySignalEvent<public>:listenable(agent) = external {}Signaled when a player has triggered the Secondary signal using a Signal Remote item. (ADS button)
Sends the
agentthat triggered the signal.SecondarySignalEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}
creature_spawner_device
creature_spawner_device<public> := class<concrete><final>(creative_device_base):
Used to spawn one or more waves of creatures of customizable types at selected time intervals.
Signaled when a creature is spawned.
Sends the
agentcreature who was spawned.SpawnedEvent<public>:listenable(agent) = external {}Signaled when a creature is eliminated.
Sourceis theagentthat has eliminated the creature. If the creature was eliminated by a non-agent thenSourceis 'false'.Targetis the creature that was eliminated.EliminatedEvent<public>:listenable(device_ai_interaction_result) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Destroys this device.
DestroySpawner<public>():void = external {}Eliminates all creatures spawned by this device.
EliminateCreatures<public>():void = external {}Returns the spawn limit of the device.
GetSpawnLimit<public>()<transacts>:int = external {}
creature_placer_device
creature_placer_device<public> := class<concrete><final>(creative_device_base):
Used to spawn a creature at a specified location.
Signaled when a creature is spawned.
Sends the
agentcreature who was spawned.SpawnedEvent<public>:listenable(agent) = external {}Signaled when the creature is eliminated.
Sends the
agentthat eliminated the creature.Sends
falseif the creature was eliminated by something other than anagente.g. a vehicle.EliminatedEvent<public>:listenable(?agent) = external {}Spawns the creature.
Spawn<public>():void = external {}Despawns the creature.
Despawn<public>():void = external {}
creature_manager_device
creature_manager_device<public> := class<concrete><final>(creative_device_base):
Used to customize one creature type at a time. Place multiple
creature_manager_devices for each type of creature on your island.Sends the
agentthat eliminated the creature.MatchingCreatureTypeEliminatedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}
elimination_feed_device
elimination_feed_device<public> := class<concrete><final>(creative_device_base):
Used to send custom messages to the elimination feed.
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Activates this device.
Agentis used as the instigator of the action.Activate<public>(Agent:agent):void = external {}Activates this device.
Requires Activated by Team / Class be set to
All.Activate<public>():void = external {}
down_but_not_out_device
down_but_not_out_device<public> := class<concrete><final>(creative_device_base):
aka DNBO
Used to customize (or prevent) the 'down but not out' player state between 'healthy' and 'removed from game'.
Signaled when an
agentis set to thedown but not outplayer state.Sends the
agentthat was downed.AgentDownedEvent<public>:listenable(agent) = external {}Signaled when an
agentin thedown but not outplayer state is picked up.Sends the
agentthat was picked up.AgentPickedUpEvent<public>:listenable(agent) = external {}Signaled when an
agentin thedown but not outplayer state is dropped.Sends the
agentthat was dropped.AgentDroppedEvent<public>:listenable(agent) = external {}Signaled when an
agentin thedown but not outplayer state is thrown.Sends the
agentthat was thrown.AgentThrownEvent<public>:listenable(agent) = external {}Signaled when an
agentin thedown but not outplayer state is revived.Sends the
agentthat was revived.AgentRevivedEvent<public>:listenable(agent) = external {}Signaled when an
agentis the aggressor of a shake down.Sends the
agentthat is the aggressor.ShakeDownEvent<public>:listenable(agent) = external {}Signaled when an
agentis the victim of a shake down.Sends the
agentthat is the victim.ShakenDownEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Sets the
Agentto thedown but not outplayer state.Down<public>(Agent:agent):void = external {}Sets the
Agentto thehealthyplayer state if they are in thedown but not outplayer state.Revive<public>(Agent:agent):void = external {}
firefly_spawner_device
firefly_spawner_device<public> := class<concrete><final>(creative_device_base):
Used to spawn fireflies that can be collected by
agents.Signaled when a firefly is collected.
Sends the
agentcollected the firefly.OnFirefliesCollected<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Spawns new fireflies. The previous fireflies will be destroyed before a new fireflies spawn.
Respawn<public>():void = external {}Resets respawn count.
ResetRespawnCount<public>():void = external {}
input_trigger_device
input_trigger_device<public> := class<concrete><final>(creative_device_base):
Used to listen for the player activating or releasing certain inputs.
The input is defined by the Input option.
Players can configure the key for the input in the Creative Input Actions section of the Keyboard Settings.
Enables this device.
An Input Trigger will listen for inputs from players that meet the device requirements.
Enable<public>():void = external {}Disables this device.
A disabled Input Trigger will not listen for inputs and will never show on the HUD.
Disable<public>():void = external {}Signaled when the tracked input is pressed by an
agent.Sends the
agentthat pressed the input.PressedEvent<public>:listenable(agent) = external {}Signaled when the tracked input is released by an
agent.Sends the
agentthat released the input.Sends the
floatduration that the input was held.ReleasedEvent<public>:listenable(tuple(agent, float)) = external {}Adds
Agentto the registered player list.Registered Player Behavior determines whether registered players meet the device requirements.
Register<public>(Agent:agent):void = external {}Removes
Agentfrom the registered player list.Registered Player Behavior determines whether registered players meet the device requirements.
Unregister<public>(Agent:agent):void = external {}Clears the list of registered players.
Registered Player Behavior determines whether registered players meet the device requirements.
UnregisterAll<public>():void = external {}Succeeds if
Agentis currently holding the input.IsHeld<public>(Agent:agent)<transacts><decides>:void = external {}
item_placer_device
item_placer_device<public> := class<concrete><final>(creative_device_base):
Allows pickup items to be placed in the world..
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}
video_player_device
video_player_device<public> := class<concrete><final>(creative_device_base):
Used to display curated videos onto in-game screens or player HUDs.
Signaled when this device becomes the controlling streaming device for the
agent.StreamStartedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Enables collision checks on this device.
EnableCollision<public>():void = external {}Disables collision checks on this device.
DisableCollision<public>():void = external {}Transitions to fullscreen for
Agent.EnterFullScreen<public>(Agent:agent):void = external {}Transitions to fullscreen for
Agent.ExitFullScreen<public>(Agent:agent):void = external {}Hides the picture-in-picture video from
Agent.HidePIP<public>(Agent:agent):void = external {}Transitions the picture-in-picture video to the default size for
Agent.MakePIPDefaultSize<public>(Agent:agent):void = external {}Transitions the picture-in-picture video to full screen for
Agent.MakePIPFullScreen<public>(Agent:agent):void = external {}Turns off all streaming devices of this type on the island.
EndForAll<public>():void = external {}Restart the stream from the beginning.
Restart<public>():void = external {}Seeks to the Triggered Seek Time. Caution: The stream will pause while the video buffers when seeking.
Seek<public>():void = external {}Stops the currently playing stream and starts the custom stream with the audio only playing from this device. Stream Priority will not work until control is released.
TakeControl<public>():void = external {}If any streaming device has forced control of the stream, this will release it and play the highest priority stream in line.
ReleaseControl<public>():void = external {}
dance_mannequin_device
dance_mannequin_device<public> := class<concrete><final>(creative_device_base):
Used to project a hologram of a character performing dance emotes.
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Activates the hologram using Default Preset options.
ActivateDefaultPreset<public>():void = external {}Activates the hologram using Preset 2 options.
ActivatePreset2<public>():void = external {}Activates the hologram using Preset 3 options.
ActivatePreset3<public>():void = external {}Activates the hologram using
Agent's skin and emotes.ActivateSkinAndEmoteCapture<public>(Agent:agent):void = external {}Deactivates the hologram.
DeactivateSkinAndEmoteCapture<public>():void = external {}
prop_manipulator_device
<public> := class<concrete><final>(creative_device_base):
Used to manipulate the properties of one or more props in a specified area (e.g. Visibility/Destructibility).
Signaled when props affected by this device are damaged.
Sends the
agentthat damaged the prop.DamagedEvent<public>:listenable(agent) = external {}Signaled when props affected by this device are destroyed.
Sends the
agentthat destroyed the prop.DestroyedEvent<public>:listenable(agent) = external {}Signaled when prop resource nodes affected by this device are harvested.
Sends the
agentthat harvested resources from the prop.HarvestingEvent<public>:listenable(agent) = external {}Signaled when prop resource nodes affected by this device are completely depleted of energy.
Sends the
agentthat depleted the prop's energy.ResourceDepletionEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Shows all props affected by this device.
ShowProps<public>():void = external {}Hides all props affected by this device.
HideProps<public>():void = external {}Empties the resources of all props affected by this device.
ExhaustResources<public>():void = external {}Restocks the resources of all props affected by this device.
RestockResources<public>():void = external {}Restores health of all props affected by this device.
RestoreHealth<public>():void = external {}Sets the Override Resource option to Yes.
SetResourceOverridesActive<public>():void = external {}Sets the Override Resource option to No.
DisableResourceNodeOverrides<public>():void = external {}
customizable_light_device
customizable_light_device<public> := class<concrete><final>(creative_device_base):
Used to create a light which can have its color and brightness manipulated in response to in-game events.
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Resets the light to its initial state.
Reset<public>():void = external {}Turns on the light.
TurnOn<public>():void = external {}Turns off the light.
TurnOff<public>():void = external {}Toggles between
TurnOnandTurnOff.Toggle<public>():void = external {}Dims the light by Dimming Amount.
DimLight<public>():void = external {}Brightens the light by Dimming Amount.
UndimLight<public>():void = external {}
player_counter_device
player_counter_device<public> := class<concrete><final>(creative_device_base):
Used to track and react to how many players are in a particular area, and optionally display that information in game.
Signaled when the player count matches Target Player Count. The frequency of evaluation against Target Player Count can be controlled through the device settings.
CountSucceedsEvent<public>:listenable(tuple()) = external {}Signaled when the player count does not match Target Player Count. The frequency of evaluation against Target Player Count can be controlled through the device settings.
CountFailsEvent<public>:listenable(tuple()) = external {}Signaled when a valid player enters the zone and is counted. The frequency of evaluation against the Target Player Count can be controlled through the device settings.
Sends the
agentthat is now being counted.CountedEvent<public>:listenable(agent) = external {}Signaled when a player is no longer counted by this device, such as when they leave the zone, leave the game, or are assigned to a different
teamor class.Sends the
agentthat is no longer being counted.RemovedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Resets Target Player Count to the default value defined in the device settings. If Target Player Count was previously incremented or decremented, this reset immediately triggers a new comparison.
Reset<public>():void = external {}Increments Target Player Count by
1. Immediately triggers a new comparison.IncrementTargetCount<public>():void = external {}Decrements Target Player Count by
1. Immediately triggers a new comparison.DecrementTargetCount<public>():void = external {}Triggers an evaluation of the current count vs Target Player Count, signaling
CountSucceedsEventorCountFailsEventbased on the evaluation result.CompareToTarget<public>():void = external {}Triggers
CountedEventfor allagents currently being counted.TransmitForAllCounted<public>():void = external {}Adds the player to the registered player list.
Track Registered Players determines how registered players are counted.
Register<public>(Agent:agent):void = external {}Removes the player from the registered player list.
Track Registered Players determines how registered players are counted.
Unregister<public>(Agent:agent):void = external {}Clears all players from the list of registered players.
Track Registered Players determines how registered players are counted.
UnregisterAll<public>():void = external {}Show this device in the world as an info panel showing Current + Required player counts.
ShowInfoPanel<public>():void = external {}Hide this device info panel from the world.
HideInfoPanel<public>():void = external {}Returns whether this device is represented in the world as an info panel showing Current + Required player counts.
IsShowingInfoPanel<public>()<transacts><decides>:void = external {}Sets the number of players required for this counter to succeed. Immediately triggers a new comparison.
SetTargetCount<public>(Count:int):void = external {}Returns the number of players required for this counter to succeed.
GetTargetCount<public>()<transacts>:int = external {}Returns the number of players currently counted by this device
GetCount<public>()<transacts>:int = external {}Is true if the device is currently succeeding in its comparison.
IsPassingTest<public>()<transacts><decides>:void = external {}Is true if
Agentis currently counted by this device.IsCounted<public>(Agent:agent)<transacts><decides>:void = external {}
skydome_device
skydome_device<public> := class<concrete><final>(creative_device_base):
Controls how the sky looks, as well as giving you options for changing the sky
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}
sentry_device
sentry_device<public> := class<concrete><final>(creative_device_base):
Generates an AI bot that spawns in a location and usually attacks players when they come in range.
Signaled when the sentry is alerted to an
agent.Sends the
agentwho alerted the sentry.AlertedEvent<public>:listenable(agent) = external {}Signaled when the sentry exists the alert state.
ExitsAlertEvent<public>:listenable(tuple()) = external {}
Signaled when the sentry enters the alert state.
EntersAlertCooldownEvent<public>:listenable(tuple()) = external {}
Signaled when a sentry attacks an
agent.Sends the
agentwho is being attacked.
AttackingEvent<public>:listenable(agent) = external {}
Signaled when a sentry is eliminated.
Sends the
agentthat eliminated the sentry. If the sentry was eliminated by a non-agent thenfalseis returned.
EliminatedEvent<public>:listenable(?agent) = external {}
Signaled when the sentry eliminates a creature.
EliminatingACreatureEvent<public>:listenable(tuple()) = external {}
Signaled when a sentry eliminates an
agent.Sends the
agentwho was eliminated by the sentry.
EliminatingAgentEvent<public>:listenable(agent) = external {}
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Spawns the sentry.
Spawn<public>():void = external {}Destroys the current sentry.
DestroySentry<public>():void = external {}Sets the sentry to the same team
Agentis on.JoinTeam<public>(Agent:agent):void = external {}Resets the sentry to the original team designated in the device options.
ResetTeam<public>():void = external {}Puts the sentry into the pacify state, preventing from entering the alert (attacking) state.
Pacify<public>():void = external {}Puts the sentry into the alert state.
EnableAlert<public>():void = external {}Sets the sentry to target
Agent. The sentry will not target agents on the same team as the sentry.Target<public>(Agent:agent):void = external {}Resets the alert state.
ResetAlertCooldown<public>():void = external {}
supply_drop_spawner_device
supply_drop_spawner_device<public> := class<concrete><final>(creative_device_base):
Used to spawn and configure an aerial supply drop that can provide players with customized weapons/supplies.
Signaled when the balloon on the supply crate is popped.
Sends the
?agentthat popped the balloon. If noagentpopped the balloon returnsfalse.BalloonPoppedEvent<public>:listenable(?agent) = external {}Signaled when the supply crate is opened.
Sends the
agentthat opened the crate.OpenedEvent<public>:listenable(agent) = external {}Signaled when the supply crate lands for the first time.
LandingEvent<public>:listenable(tuple()) = external {}Spawns a supply drop provided one hasn't already spawned. Owning Team is set to
Agent's team.Spawn<public>(Agent:agent):void = external {}Spawns a supply drop provided one hasn't already spawned.
Spawn<public>():void = external {}Destroys the balloon and causes the supply crate to freefall.
DestroyBalloon<public>():void = external {}Opens the supply crate, ignoring the locked or unlocked state.
Agentacts as the instigator of the open action.Open<public>(Agent:agent):void = external {}Locks the supply crate so
agents cannot open it.Lock<public>():void = external {}Unlocks the supply crate so
agents can open it.Unlock<public>():void = external {}
vfx_creator_device
vfx_creator_device<public> := class<concrete><final>(creative_device_base):
Used to create and customize your own visual effects. This is more flexible than the
vfx_spawner_device, which gives you a selection of pre-made visual effects to choose from but limits how much you can customize or change those effects.Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Toggles between
EnableandDisable.ToggleEnabled<public>():void = external {}Starts playing the effect.
Begin<public>():void = external {}Starts the effect at
Agent's location. This option is only valid if Stick to Player is enabled.Begin<public>(Agent:agent):void = external {}Starts the effect at every
agent's location. This option is only valid if Stick to Player is enabled.BeginForAll<public>():void = external {}Ends playing the effect.
End<public>():void = external {}Ends the effect at
Agent's location. This option is only valid if Stick to Player is enabled.End<public>(Agent:agent):void = external {}Ends the effect at every
agent's locations. This option is only valid if Stick to Player is enabled.EndForAll<public>():void = external {}Toggles between
BeginandEnd.Toggle<public>():void = external {}Toggles between
BeginandEnd.Toggle<public>(Agent:agent):void = external {}Toggles between
BeginForAllandEndForAll.ToggleForAll<public>():void = external {}Pauses the effect if the effect is running. If the effect is paused, unpauses the effect. Pausing an effect causes the effect to freeze in place.
TogglePause<public>():void = external {}Pauses the effect at
Agent's locations if it is playing, or resumes the effect if it is paused.When paused the effect freezes in place.
TogglePause<public>(Agent:agent):void = external {}Pauses the effect at every
agent's locations if it is playing, or resumes the effect if it is paused.When paused the effect freezes in place.
TogglePauseForAll<public>():void = external {}Removes the effect from
Agentand continues playing at the device location. This option is only valid if Stick to Player is enabled.Remove<public>(Agent:agent):void = external {}Removes the effect for every
agentand continues playing at the device location. This option is only valid if Stick to Player is enabled.RemoveFromAll<public>():void = external {}Spawns the effect at
Agent's location. This option is only valid if Stick to Player is enabled.SpawnAt<public>(Agent:agent):void = external {}
vfx_spawner_device
vfx_spawner_device<public> := class<concrete><final>(creative_device_base):
Used to place visual effects around your island. You can use these effects to enhance the overall theme and experience of your game.
Signaled when the effect is enabled.
EffectEnabledEvent<public>:listenable(tuple()) = external {}Signaled when the effect is disabled.
EffectDisabledEvent<public>:listenable(tuple()) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Restarts the VFX. Triggers the VFX if it's Burst VFX.
Restart<public>():void = external {}
water_device
water_device<public> := class<concrete><final>(creative_device_base):
Used to create and manipulate volumes of water where players can swim, fish, or drive boats.
Signaled when an
agententers the water.Sends
agentthat entered the water.AgentEntersWaterEvent<public>:listenable(agent) = external {}Signaled when an
agentexits the water.Sends
agentthat exited the water.AgentExitsWaterEvent<public>:listenable(agent) = external {}Signals when the volume is filled to the water level set in the
Default Vertical Water Percentageoption.VerticalFillingCompletedEvent<public>:listenable(tuple()) = external {}Signals when the water volume is completely empty.
VerticalEmptyingCompletedEvent<public>:listenable(tuple()) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Resets the water level in the volume to the value set in the Default Vertical Water Percentage option.
Reset<public>():void = external {}Starts vertically emptying the water in the volume.
BeginVerticalEmptying<public>():void = external {}Starts vertically filling the water in the volume.
BeginVerticalFilling<public>():void = external {}Stops filling or emptying the volume.
StopVerticalMovement<public>():void = external {}Resumes either filling or emptying the volume.
ResumeVerticalMovement<public>():void = external {}
skydive_volume_device
skydive_volume_device<public> := class<concrete><final>(effect_volume_device):
Used to create a zone where players are put into a skydive state.
Signaled when an
agententers the volume.Sends the
agentthat entered the volume.AgentEntersEvent<public>:listenable(agent) = external {}Signaled when an
agentexits the volume.Sends the
agentthat exited the volume.AgentExitsEvent<public>:listenable(agent) = external {}Signaled when the zone changes from empty to occupied.
Sends the
agentthat entered the volume.ZoneOccupiedEvent<public>:listenable(agent) = external {}Signaled when the zone changes from occupied to empty.
Sends the
agentthat last left the volume.ZoneEmptiedEvent<public>:listenable(agent) = external {}Enables volume locking which prevents users from leaving the volume once they've entered.
EnableVolumeLocking<public>():void = external {}Disables volume locking which prevents users from leaving the volume once they've entered.
DisableVolumeLocking<public>():void = external {}Is true when
Agentis in the volume.IsInVolume<public>(Agent:agent)<transacts><decides>:void = external {}
mutator_zone_device
mutator_zone_device<public> := class<concrete><final>(effect_volume_device):
Used to specify a zone where custom gameplay effects can be applied (e.g. gravity, no build, no weapons).
Signaled when an
agentin this zone begins emoting. This will not signal if theagentis on the Safe Team or if Affects Players is disabled.Sends the
agentthat started emoting.AgentBeginsEmotingEvent<public>:listenable(agent) = external {}Signaled when an
agentin this zone ends emoting. This will not signal if theagentis on the Safe Team or if Affects Players is disabled.Sends the
agentthat stopped emoting.AgentEndsEmotingEvent<public>:listenable(agent) = external {}Signaled when an
agententers this zone.Sends the
agententering this zone.AgentEntersEvent<public>:listenable(agent) = external {}Signaled when an
agentexits this zone.Sends the
agentexiting this zone.AgentExitsEvent<public>:listenable(agent) = external {}Updates
Selected ClasstoAgent's class.UpdateSelectedClass<public>(Agent:agent):void = external {}Updates
Selected TeamtoAgent's team.UpdateSelectedTeam<public>(Agent:agent):void = external {}Is true when
Agentis in the zone.IsInVolume<public>(Agent:agent)<transacts><decides>:void = external {}
fire_volume_device
fire_volume_device<public> := class<concrete><final>(effect_volume_device):
Used to specify an area which allows (or prevents) various objects, terrain, or buildings from being set on fire.
Extinguishes objects inside this device area.
Extinguish<public>():void = external {}Ignites objects inside this device area.
Ignite<public>():void = external {}
effect_volume_device
effect_volume_device<public> := class<abstract><epic_internal>(creative_device_base):
Base class for types of volumes with special gameplay properties.
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}
damage_volume_device
damage_volume_device<public> := class<concrete><final>(effect_volume_device):
Used to specify an area volume which can damage
agents, vehicles, and creatures.Signaled when an
agententers the volume.Sends the
agententering the volume.AgentEntersEvent<public>:listenable(agent) = external {}Signaled when an
agentexits the volume.Sends the
agentexiting the volume.AgentExitsEvent<public>:listenable(agent) = external {}
UpdateSelectedClass<public>(Agent:agent):void = external {}
UpdateSelectedTeam<public>(Agent:agent):void = external {}
Sets the damage to be applied each tick within the volume.
Damageis clamped between1and500.SetDamage<public>(Damage:int):void = external {}Returns the damage to be applied each tick within the volume.
GetDamage<public>()<transacts>:int = external {}Is true when
Agentis in the zone.IsInVolume<public>(Agent:agent)<transacts><decides>:void = external {}
barrier_device
barrier_device<public> := class<concrete><final>(creative_device_base):
Creates an impenetrable zone that can block
agentmovement and weapon fire.Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Adds the specified
agentto a list of additionalagents that the Barrier should ignore. This list is in addition to the Ignore Team and Ignore Class options. Note: Has no effect on bullets.AddToIgnoreList<public>(Agent:agent):void = external {}Removes the specified
agentfrom the ignore list. Theagentwill still be ignored if they are on an ignored team or of an ignored class.RemoveFromIgnoreList<public>(Agent:agent):void = external {}Removes all
agents from the ignore list.Agents will still be ignored if they are on an ignored team or of an ignored class.RemoveAllFromIgnoreList<public>():void = external {}
visual_effect_powerup_device
visual_effect_powerup_device<public> := class<concrete><final>(powerup_device):
Used to trigger a visual effect (a glow or an outline) when
agents pick it up.using {/UnrealEngine.com/Temporary/SpatialMath}
vending_machine_device
vending_machine_device<public> := class<concrete><final>(creative_device_base):
Holds and spawns items, with an optional cost for each item. Can hold up to three items, and
agents can cycle between these by hitting the machine with their pickaxe.Signaled when an item is spawned from this device.
Sends the
agentthat used this device.ItemSpawnedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Cycles the screen to show the next item.
CycleToNextItem<public>():void = external {}Spawns an item.
SpawnItem<public>():void = external {}
trigger_device
trigger_device<public> := class<concrete><final>(trigger_base_device):
Used to relay events to other linked devices.
Signaled when an
agenttriggers this device.Sends the
agentthat used this device. Returnsfalseif noagenttriggered the action (ex: it was triggered through code).TriggeredEvent<public>:listenable(?agent) = external {}Triggers this device with
Agentbeing passed as theagentthat triggered the action. Use anagentreference when this device is setup to require one for instance, you want to trigger the device only with a particularagent.Trigger<public>(Agent:agent):void = external {}Triggers this device, causing it to activate its
TriggeredEventevent.Trigger<public>():void = external {}
trigger_base_device
trigger_base_device<public> := class<abstract><epic_internal>(creative_device_base):
Base class for various specialized trigger devices. See also: *
trigger_device*perception_trigger_device*attribute_evaluator_deviceEnables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Resets the number of times this device has been activated. This will set
GetTriggerCountRemainingback to0Reset<public>():void = external {}Sets max times device can be triggered
0can be used to indicate no limit on trigger count.MaxCountis clamped between [0,20].SetMaxTriggerCount<public>(MaxCount:int):void = external {}Gets the maximum amount of times this device can trigger.
0indicates no limit on trigger count.GetMaxTriggerCount<public>()<transacts>:int = external {}Returns the number of times that this device can still be triggered before hitting
GetMaxTriggerCount.Returns
0ifGetMaxTriggerCountis unlimited.GetTriggerCountRemaining<public>()<transacts>:int = external {}Sets the time (in seconds) after triggering, before the device can be triggered again if
MaxTriggercount allows.SetResetDelay<public>(Time:float):void = external {}Gets the time (in seconds) before the device can be triggered again if
MaxTriggercount allows.GetResetDelay<public>()<transacts>:float = external {}Sets the time (in seconds) which must pass after triggering, before this device informs other external devices that it has been triggered.
SetTransmitDelay<public>(Time:float):void = external {}Gets the time (in seconds) which must pass after triggering, before this device informs other external devices that it has been triggered.
GetTransmitDelay<public>()<transacts>:float = external {}
trick_tile_device
trick_tile_device<public> := class<concrete><final>(creative_device_base):
A trap device that destroys the tile it's placed on when activated.
Signaled when the tile this device is attached to is removed. This may occur later than
TriggeredEventif Activation Delay is set on the device.Sends the
agentthat activated this device.ActivatedEvent<public>:listenable(agent) = external {}Signaled when this device is triggered.
Sends the
agentthat triggered this device.TriggeredEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device. While disabled this device will not react to incoming events.
Disable<public>():void = external {}Flips the device between
EnabledandDisable.ToggleEnabled<public>():void = external {}Restores the tile removed when this device was triggered.
Reset<public>():void = external {}Enables this device to trigger when an
agentmakes contact with the device.EnableAgentContactTrigger<public>():void = external {}Disables this device from triggering when an
agentmakes contact with the device.DisableAgentContactTrigger<public>():void = external {}Flips the device between
EnableAgentContactTriggerandDisableAgentContactTrigger.ToggleAgentContactTrigger():void = external {}`Triggers the device, removing the associated tile.
Trigger<public>():void = external {}Teleports the
trick_tile_deviceto the specifiedPositionandRotation.Only the trigger will teleport, the target buildings will not change.
TeleportTo<override>(Position:vector3, Rotation:rotation)<transacts><decides>:void = external {}Teleports the
trick_tile_deviceto the specified location defined byTransform, also applies rotation and scale accordingly.Only the trigger will teleport, the target buildings will not change.
TeleportTo<override>(Transform:transform)<transacts><decides>:void = external {}Moves the
trick_tile_deviceto the specifiedPositionandRotationover the specified time, in seconds.Only the trigger will move, the target buildings will not change.
MoveTo<override>(Position:vector3, Rotation:rotation, OverTime:float)<suspends>:move_to_result = external {}Moves the
trick_tile_deviceto the specifiedTransformover the specified time, in seconds.Only the trigger will move, the target buildings will not change.
MoveTo<override>(Transform:transform, OverTime:float)<suspends>:move_to_result = external {}
tracker_device
tracker_device<public> := class<concrete><final>(creative_device_base):
Allows creation and HUD tracking of custom objectives for
agents to complete.Resets the progress for
Agentand anyagents sharing progress.Reset<public>(Agent:agent):void = external {}Signaled when the tracked value reaches
GetTargetfor anagent.Sends the
agentthat reachedGetTargetfor their tracked value.CompleteEvent<public>:listenable(agent) = external {}Assigns the device to
Agent(and anyagents sharing progress).Assign<public>(Agent:agent):void = external {}Assigns this device to all valid
agents.AssignToAll<public>():void = external {}Removes this device from
Agentand anyagents sharing progress.Remove<public>(Agent:agent):void = external {}Removes this device from all valid
agents.RemoveFromAll<public>():void = external {}The objective immediately completes.
Complete<public>(Agent:agent):void = external {}Increases the tracked value by Amount to Change on Received Signal for
Agent.Increment<public>(Agent:agent):void = external {}Decrease the tracked value by Amount to Change on Received Signal for
Agent.Decrement<public>(Agent:agent):void = external {}Increases the target value for
Agentby 1.IncreaseTargetValue<public>(Agent:agent):void = external {}Decreases the target value for
Agentby 1.DecreaseTargetValue<public>(Agent:agent):void = external {}Saves tracked progress for
Agent. Only valid if Use Persistence is set to Use.Save<public>(Agent:agent):void = external {}Loads tracked progress for
Agent. Only valid if Use Persistence is set to Use.Load<public>(Agent:agent):void = external {}Loads tracked progress for all valid
agents. Only valid if Use Persistence is set to Use.LoadForAll<public>():void = external {}Clears tracked progress for
Agent. Only valid if Use Persistence is set to Use.ClearPersistence<public>(Agent:agent):void = external {}Sets a description for the
tracker_device, which is displayed if Show on HUD is enabled.Texthas a 64 character limit.SetDescriptionText<public>(Text:message):void = external {}Sets the target value that must be achieved in order for
CompleteEventto trigger.Clamped to
0 <= TargetValue <= 10000.SetTarget<public>(TargetValue:int):void = external {}Returns the target value that must be achieved in order for
CompleteEventto trigger.Clamped to
0 <= GetTarget <= 10000.GetTarget<public>()<transacts>:int = external {}Sets the current tracked value for the device for all active players.
SetValue<public>(Value:int):void = external {}Sets the current tracked value for the device for the Team at the
TeamIndex.If Sharing is set to Individual, this will set the value for all team members.
If Sharing is set to All, this will set the value for all players.
SetValue<public>(TeamIndex:int, Value:int):void = external {}Sets the current tracked value for the device for a specific 'Agent'.
If Sharing is set to Team, this will set the value for their team.
If Sharing is set to All, this will set the value for everyone.
SetValue<public>(Agent:agent, Value:int):void = external {}Returns the current total tracked value for all players.
GetValue<public>()<transacts>:int = external {}Returns the current total tracked value for the team at
TeamIndex.GetValue<public>(TeamIndex:int)<transacts>:int = external {}Returns the current tracked value for
Agent.GetValue<public>(Agent:agent)<transacts>:int = external {}Set HUD title
Texthas a 32 character limit.SetTitleText<public>(Text:message):void = external {}Is true if
Agentcurrently has the quest active.IsActive<public>(Agent:agent)<transacts><decides>:void = external {}Is true if
Agenthas reached the TargetValue for the tracker.HasReachedTarget<public>(Agent:agent)<transacts><decides>:void = external {}
timer_device
timer_device<public> := class<concrete><final>(creative_device_base):
Provides a way to keep track of the time something has taken, either for scoreboard purposes, or to trigger actions. It can be configured in several ways, either acting as a countdown to an event that is triggered at the end, or as a stopwatch for an action that needs to be completed before a set time runs out.
Signaled when the timer completes or ends with success.
Sends the
agentthat activated the timer, if any.SuccessEvent<public>:listenable(?agent) = external {}Signaled when the timer completes or ends with failure.
Sends the
agentthat activated the timer, if any.FailureEvent<public>:listenable(?agent) = external {}Signaled when the timer enters Urgency Mode.
Sends the
agentthat activated the timer, if any.StartUrgencyModeEvent<public>:listenable(?agent) = external {}Enables this device for
Agent.Enable<public>(Agent:agent):void = external {}Enables this device.
Enable<public>():void = external {}Disables this device for
Agent. While disabled this device will not receive signals.Disable<public>(Agent:agent):void = external {}Disables this device. While disabled this device will not receive signals.
Disable<public>():void = external {}Resets the timer back to its base time and stops it for
Agent.Reset<public>(Agent:agent):void = external {}Resets the timer back to its base time and stops it.
Reset<public>():void = external {}Resets the timer back to its base time and stops it for all
agents.ResetForAll<public>(Agent:agent):void = external {}Resets the timer back to its base time and stops it for all
agents.ResetForAll<public>():void = external {}Starts the timer for
Agent.Start<public>(Agent:agent):void = external {}Starts the timer.
Start<public>():void = external {}Pauses the timer for
Agent.Pause<public>(Agent:agent):void = external {}Pauses the timer.
Pause<public>():void = external {}Resumes the timer for
Agent.Resume<public>(Agent:agent):void = external {}Resumes the timer.
Resume<public>():void = external {}Completes the timer for
Agent.Complete<public>(Agent:agent):void = external {}Completes the timer.
Complete<public>():void = external {}Starts the timer for all
agents. `StartForAll(Agent:agent):void = external {}Starts the timer for all
agents.StartForAll<public>():void = external {}Pauses the timer for all
agents.PauseForAll<public>(Agent:agent):void = external {}Pauses the timer for all
agents.PauseForAll<public>():void = external {}Resumes the timer for all
agents.ResumeForAll<public>(Agent:agent):void = external {}Resumes the timer for all
agents.ResumeForAll<public>():void = external {}Completes the timer for all
agents.CompleteForAll<public>(Agent:agent):void = external {}Completes the timer for all
agents.CompleteForAll<public>():void = external {}Saves this device's data for
Agent.Save<public>(Agent:agent):void = external {}Loads this device's saved data for
Agent.Load<public>(Agent:agent):void = external {}Clears this device's saved data for
Agent.ClearPersistenceData<public>(Agent:agent):void = external {}Clears this device's saved data for all
agents.ClearPersistenceDataForAll<public>(Agent:agent):void = external {}Clears this device's saved data for all
agents.ClearPersistenceDataForAll<public>():void = external {}Sets the remaining time (in seconds) on the timer, if active, on
Agent.SetActiveDuration<public>(Time:float, Agent:agent):void = external {}Sets the remaining time (in seconds) on the timer, if active. Use this function if the timer is set to use the same time for all
agent's.SetActiveDuration<public>(Time:float):void = external {}Returns the remaining time (in seconds) on the timer for
Agent.GetActiveDuration<public>(Agent:agent)<transacts>:float = external {}Returns the remaining time (in seconds) on the timer if it is set to be global.
GetActiveDuration<public>()<transacts>:float = external {}Sets the lap time indicator for
Agent.SetLapTime<public>(Agent:agent):void = external {}Sets the lap time indicator for all
agents.SetLapTimeForAll<public>(Agent:agent):void = external {}Sets the lap time indicator for all
agents.SetLapTimeForAll<public>():void = external {}Sets the maximum duration of the timer (in seconds).
SetMaxDuration<public>(Time:float):void = external {}Returns the maximum duration of the timer (in seconds).
GetMaxDuration<public>()<transacts>:float = external {}Succeeds if this device is tracking timer state for each individual
agentindependently. Fails if state is being tracked globally for allagent's.IsStatePerAgent<public>()<transacts><decides>:void = external {}
timed_objective_device
timed_objective_device<public> := class<concrete><final>(creative_device_base):
Configures game modes where players can start or stop timers to advance gameplay objectives, such as Attack/Defend Bomb objectives.
Signaled when the objective begins.
Sends the
agentthat started the timer.BeganEvent<public>:listenable(agent) = external {}Signaled when the objective ends.
Sends the
agentthat stopped the timer.EndedEvent<public>:listenable(agent) = external {}Signaled when the objective is paused.
Sends the
agentthat paused the timer.PausedEvent<public>:listenable(agent) = external {}Signaled when the objective is resumed.
Sends the
agentthat resumed the timer.ResumedEvent<public>:listenable(agent) = external {}Signaled when the objective is restarted.
Sends the
agentthat restarted the timer.RestartedEvent<public>:listenable(agent) = external {}Signaled when the objective is completed.
Sends the
agentthat started the timer or completed the timer by callingComplete.CompletedEvent<public>:listenable(agent) = external {}Enables the objective for
Agent.Enable<public>(Agent:agent):void = external {}Disables the objective for
Agent.Disable<public>(Agent:agent):void = external {}Makes this device visible.
Show<public>():void = external {}Makes this device invisible.
Hide<public>():void = external {}Starts the objective with
Agentacting as the user the interacted this device.Begin<public>(Agent:agent):void = external {}Ends the objective with
Agentacting as the user the interacted this device.End<public>(Agent:agent):void = external {}Pauses the objective with
Agentacting as the user the interacted this device.Pause<public>(Agent:agent):void = external {}Resumes the objective with
Agentacting as the user the interacted this device.Resume<public>(Agent:agent):void = external {}Restarts the objective with
Agentacting as the user the interacted this device.Restart<public>(Agent:agent):void = external {}Completes the objective with
Agentacting as the user the interacted this device.Complete<public>(Agent:agent):void = external {}
teleporter_device
teleporter_device<public> := class<concrete><final>(creative_device_base):
Customizable rift that allows
agents to move instantly between locations. You can use this to move players around your island, or create multi-island experiences with teleporters that take players from one island to another.Signaled when an
agententers this device.Sends the
agentthat entered this device.EnterEvent<public>:listenable(agent) = external {}Signaled when an
agentemerges from this device.Sends the
agentthat emerged from this device.TeleportedEvent:listenable(agent) = external {}`
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Teleport
Agentto the target group using this device.Activate<public>(Agent:agent):void = external {}When a link is activated, the current destination teleporter will be able to bring the
agentback to this origin teleporter. Both origin and destination teleporters need to have this activated to work as expected.ActivateLinkToTarget<public>():void = external {}Deactivates any currently active Link. The current destination teleporter will no longer be able to return the agent to this origin teleporter.
DeactivateLinkToTarget<public>():void = external {}Resets the currently selected destination teleporter, and selects an eligible destination. If the target is a Teleporter Group, this may be another randomly chosen
teleporter_devicefrom that group.ResetLinkToTarget<public>():void = external {}Teleport
Agentto this device.Teleport<public>(Agent:agent):void = external {}
team_settings_and_inventory_device
team_settings_and_inventory_device<public> := class<concrete><final>(creative_device_base):
Provides team and inventory configurations that go beyond the choices the My Island settings provide.
Can also be used to customize individual devices and create variations in team setup.
Signaled when an enemy of Team is eliminated by a team member.
Sends the
agentteam member who eliminated the enemy.EnemyEliminatedEvent<public>:listenable(agent) = external {}Signaled when a member of Team is eliminated.
Sends the
agentthat was eliminated.TeamMemberEliminatedEvent<public>:listenable(agent) = external {}Signaled when a member of Team is spawned. Sends the
agentthat has spawned.TeamMemberSpawnedEvent<public>:listenable(agent) = external {}Signaled when Team runs out of respawns.
TeamOutOfRespawnsEvent<public>:listenable(tuple()) = external {}Ends the round and Team wins the round.
EndRound<public>():void = external {}Is true if
Agentis on Team.IsOnTeam<public>(Agent:agent)<transacts><decides>:void = external {}
sword_in_the_stone_device
Used to place the Infinity Blade on your island. When placed, the Infinity Blade becomes available to any player regardless of team affiliation.
sword_in_the_stone_device<public> := class<concrete><final>(creative_device_base):
storm_controller_device
storm_controller_device<public> := class<abstract><epic_internal>(creative_device_base):
Base class for various specialized storm devices. See also: *
basic_storm_controller_device*advanced_storm_controller_deviceSignaled when storm resizing ends. Use this with the On Finish Behavior option for better controls.
PhaseEndedEvent<public>:listenable(tuple()) = external {}Generates the storm. Generate Storm On Game Start must be set to No if you choose to use
GenerateStorm.GenerateStorm<public>():void = external {}Destroys the storm.
DestroyStorm<public>():void = external {}Teleports the
storm_controller_deviceto the specifiedPositionandRotation.Existing storms will not target the new location, but newly generated storms will.
TeleportTo<override>(Position:vector3, Rotation:rotation)<transacts><decides>:void = external {}Teleports the
storm_controller_deviceto the specified location defined byTransform, also applies rotation and scale accordingly.Existing storms will not target the new location, but newly generated storms will.
TeleportTo<override>(Transform:transform)<transacts><decides>:void = external {}Moves the
storm_controller_deviceto the specifiedPositionandRotationover the specified time, in seconds.Existing storms will not target the new location, but newly generated storms will.
MoveTo<override>(Position:vector3, Rotation:rotation, OverTime:float)<suspends>:move_to_result = external {}Moves the
storm_controller_deviceto the specifiedTransformover the specified time, in seconds.Existing storms will not target the new location, but newly generated storms will.
MoveTo<override>(Transform:transform, OverTime:float)<suspends>:move_to_result = external {}
shooting_range_target_track_device
shooting_range_target_track_device<public> := class<concrete><final>(creative_device_base):
A set of customizable pop up targets that can be hit by players to trigger various events.
Signaled when target is hit in the bullseye area.
BullseyeHitEvent<public>:listenable(tuple()) = external {}Signaled when the target is hit by a player.
HitEvent<public>:listenable(tuple()) = external {}Signaled when the target is hit by a player.
KnockdownEvent<public>:listenable(tuple()) = external {}Signaled when the target moves up slightly, making it harder to hit.
HopUpEvent<public>:listenable(tuple()) = external {}Signaled when the target moves down slightly, making it harder to hit.
HopDownEvent<public>:listenable(tuple()) = external {}Signaled when the target moves from laying flat to standing upright.
PopUpEvent<public>:listenable(tuple()) = external {}Signaled when the target moves from standing upright to laying flat.
PopDownEvent<public>:listenable(tuple()) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Resets the target to its initial settings.
Reset<public>():void = external {}Moves an active (standing upright) target attached to the track up slightly, in an effort to make it harder to hit
HopUp<public>():void = external {}Moves an active (standing upright) target attached to the track down slightly, in an effort to make it harder to hit
HopDown<public>():void = external {}Causes the target attached to the track to transition from lying flat (inactive) to standing upright (active)
PopUp<public>():void = external {}Causes the target attached to the track to transition from standing upright (active) to lying flat (inactive)
PopDown<public>():void = external {}Enables movement on the track. This does not start the target moving, it only enables movement.
EnableTrackMovement<public>():void = external {}Disables movement on the track. This prevents any movement from occurring, until track movement is enabled again.
DisableTrackMovement<public>():void = external {}Activates the movement track.
ActivateTrack<public>():void = external {}Deactivates the movement track.
DeactivateTrack<public>():void = external {}Starts the target moving toward the end of the track.
MoveToEnd<public>():void = external {}Starts the target moving toward the start of the track.
MoveToStart<public>():void = external {}
shooting_range_target_device
shooting_range_target_device<public> := class<concrete><final>(creative_device_base):
A single customizable pop up target that can be hit by
agents to trigger various events.Signaled when the target is hit in the bullseye area.
BullseyeHitEvent<public>:listenable(tuple()) = external {}Signaled when the target is hit by an
agent.HitEvent<public>:listenable(tuple()) = external {}Signaled when the target takes enough damage to get knocked down.
KnockdownEvent<public>:listenable(tuple()) = external {}Signaled when the target moves up slightly, making it harder to hit.
HopUpEvent<public>:listenable(tuple()) = external {}Signaled when the target moves down slightly, making it harder to hit.
HopDownEvent<public>:listenable(tuple()) = external {}Signaled when the target moves from laying flat to standing upright.
PopUpEvent<public>:listenable(tuple()) = external {}Signaled when the target moves from standing upright to laying flat.
PopDownEvent<public>:listenable(tuple()) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Resets the target to its initial settings.
Reset<public>():void = external {}Moves an active (standing upright) target up slightly, in an effort to make it harder to hit.
HopUp<public>():void = external {}Moves an active (standing upright) target down slightly, in an effort to make it harder to hit.
HopDown<public>():void = external {}Causes a target to transition from lying flat (inactive) to standing upright (active).
PopUp<public>():void = external {}Causes a target to transition from standing upright (active) to lying flat (inactive).
PopDown<public>():void = external {}
score_manager_device
score_manager_device<public> := class<concrete><final>(creative_device_base):
Used to manipulate scores using in-experience triggers. If Activating Team is set to a specific team, then you should use the
agentoverloads of each function. Theagent's team will be used to determine if thatagentis allowed to affect the state of the device.Signaled when the this device reaches its maximum number of triggers as defined by Times Can Trigger.
Sends the
agentwho last triggered the device.MaxTriggersEvent<public>:listenable(agent) = external {}Signaled when the this device awards points to an
agent.Sends the
agentwho received the points.ScoreOutputEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>(Agent:agent):void = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>(Agent:agent):void = external {}Disables this device.
Disable<public>():void = external {}Resets this device to its original state.
Reset<public>(Agent:agent):void = external {}Resets this device to its original state.
Reset<public>():void = external {}Grant points to
Agent.Activate<public>(Agent:agent):void = external {}Grants points.
Activate<public>():void = external {}Increments the score quantity to be awarded by the next activation by
1.Increment<public>(Agent:agent):void = external {}Increments the score quantity to be awarded by the next activation by
1.Increment<public>():void = external {}Decrements the score quantity to be awarded by the next activation by
1.Decrement<public>(Agent:agent):void = external {}Decrements the score quantity to be awarded by the next activation by
1.Decrement<public>():void = external {}Sets the score to be awarded by the next activation to
Value.SetScoreAward<public>(Value:int):void = external {}Returns the score to be awarded by the next activation.
GetScoreAward<public>()<transacts>:int = external {}Sets the score to be awarded by the next activation to
Agent's current score.SetToAgentScore<public>(Agent:agent):void = external {}Returns the current score for
Agent.GetCurrentScore<public>(Agent:agent)<transacts>:int = external {}
round_settings_device
round_settings_device<public> := class<concrete><final>(creative_device_base):
Used to customize gameplay for any round-based game. It generally defines what happens to the
agent's inventory and rewards in each round.Signaled when a game round starts.
RoundBeginEvent<public>:listenable(tuple()) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Enables the ability for players to Matchmake into the Island. Only applies to published games that have matchmaking turned on in the Island settings
EnableMatchmaking<public>():void = external {}Disables the ability for players to Matchmake into the Island. Only applies to published games that have matchmaking turned on in the Island settings
DisableMatchmaking<public>():void = external {}Toggles between
EnableMatchmakingandDisableMatchmaking.ToggleMatchmaking<public>():void = external {}Disables all end-round conditions. The round must be ended through calling
EndRoundor a creative event after this is called.DisableEndRoundConditions<public>():void = external {}
*Ends the round immediately with Agent's team set as the winner of the round. EndRound<public>(Agent:agent):void = external {}
rng_device
rng_device<public> := class<concrete><final>(creative_device_base):
Used to generate random numbers between a minimum and maximum value. Events are signaled when numbers are generated.
Value Limit 1 is the minimum value for generation.
Value Limit 2 is the maximum value for generation.
Signaled when the generated number >= Winning Value.
WinEvent<public>:listenable(tuple()) = external {}Signaled when the generated number < Winning Value.
LoseEvent<public>:listenable(tuple()) = external {}Signaled when the generated number = maximum.
RolledMaxEvent<public>:listenable(tuple()) = external {}Signaled when the generated number = minimum.
RolledMinEvent<public>:listenable(tuple()) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Randomly generate a number between Value Limit 1 and Value Limit 2.
If the number is >= Winning Value then
WinEventis fired.If the number is < Winning Value then
LoseEventis fired.If the number = minimum then
RolledMinEventis fired.If the number = maximum then
RolledMaxEventis fired.Agentis used as the Instigator of the roll event.Activate<public>(Agent:agent):void = external {}Randomly roll a number within the configured min + max value range.
If the number is >= Winning Value then
WinEventis fired.If the number is < Winning Value then
LoseEventis fired.If the number = minimum then
RolledMinEventis fired.If the number = maximum then
RolledMaxEventis fired.Activate<public>():void = external {}Cancels the active number generation.
Cancel<public>():void = external {}
radio_device
radio_device<public> := class<concrete><final>(creative_device_base):
Used to play curated music from the device or one or more registered
agents.Starts playing audio from this device.
Play<public>():void = external {}Stops playing audio from this device.
Stop<public>():void = external {}Adds the specified agent as a target for the Radio to play audio from
Register<public>(Agent:agent):void = external {}Removes the specified agent as a target for the Radio to play audio from if previously Registered
Unregister<public>(Agent:agent):void = external {}Removes all previously registered agents as targets for the Radio to play audio from
UnregisterAll<public>():void = external {}Shows this device in the world.
Show<public>()<transacts>:void = external {}Hides this device from the world.
Hide<public>()<transacts>:void = external {}
pulse_trigger_device
pulse_trigger_device<public> := class<concrete><final>(creative_device_base):
A device used to damage players who collide with it. Can also be used as a trigger to activate other devices.
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Starts the damage sequence.
Begin<public>():void = external {}Stops the damage sequence.
End<public>():void = external {}Resumes the damage sequence from the last position where it was stopped.
ResumeSequence<public>():void = external {}Sets the damage to be applied to those hit by an active wave. Clamped between
0 <= GetDamage <= 100000.Wave visuals will change to reflect whether the wave causes damage or not.
SetDamage<public>(Damage:float):void = external {}Returns the damage to be applied to those hit by an active wave. Clamped between
0 <= GetDamage <= 100000.GetDamage<public>()<transacts>:float = external {}Sets the total number of waves this sequence will complete before ending its sequence.
LoopCount = 0indicates the sequence should continue indefinitely.SetLoopCount<public>(LoopCount:int):void = external {}Returns the total number of waves this sequence will complete before ending its sequence.
0indicates the sequence will continue indefinitely.GetLoopCount<public>()<transacts>:int = external {}Sets the speed (in meters per second) at which the waves generated by this sequencer will travel.
SetWaveSpeed<public>(Speed:float):void = external {}Returns the speed (in meters per second) at which the waves generated by this sequencer will travel.
GetWaveSpeed<public>()<transacts>:float = external {}
prop_spawner_base_device
prop_spawner_base_device<public> := class<abstract><epic_internal>(creative_device_base):
Base class for devices that spawn a prop object.
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Spawns the prop associated with this device.
SpawnObject<public>():void = external {}Destroys all props spawned from this device.
DestroyAllSpawnedObjects<public>():void = external {}
prop_o_matic_manager_device
prop_o_matic_manager_device<public> := class<concrete><final>(creative_device_base):
Allows customization of the Prop-o-Matic weapon functions and how the game reacts to players using it.
Signaled when an
agentbegins entering a disguise.Sends the
agentthat began entering the disguise.BeginEnteringDisguiseEvent<public>:listenable(agent) = external {}Signaled when an
agentfinishes entering a disguise.Sends the
agentthat finished entering the disguise.FinishEnteringDisguiseEvent<public>:listenable(agent) = external {}Signaled when an
agentexits a disguise.Sends the
agentthat exited the disguise.ExitingDisguiseEvent<public>:listenable(agent) = external {}Toggle Pinging props on/off.
SetPingProps<public>(On:logic):void = external {}Adjust the ping time.
SetPingFrequency<public>(Time:float):void = external {}Toggle showing the props remaining on the UI.
SetShowPropsRemaining<public>(On:logic):void = external {}Toggle showing the prop ping cooldown.
SetShowPropPingCooldown<public>(On:logic):void = external {}Manually ping all players that are currently hiding as props.
PingPlayerProps<public>():void = external {}Manually ping a specific player if they are currently a prop.
PingPlayerProp<public>(Agent:agent):void = external {}Returns whether a player is currently hiding or not.
IsPlayerProp<public>(Agent:agent)<transacts><decides>:void = external {}
powerup_device
powerup_device<public> := class<abstract><epic_internal>(creative_device_base):
Base class for various powerup devices offering common events like
ItemPickedUpEvent.Signaled when the powerup is picked up by an
agent.Sends the
agentthat picked up the powerup.ItemPickedUpEvent<public>:listenable(agent) = external {}Spawns the powerup into the experience so users can interact with it.
Spawn<public>():void = external {}Despawns this powerup from the experience.
Despawn<public>():void = external {}Updates the Duration for this powerup, clamped to the Min and Max defined in the device.
Will not apply to any currently applied effects.
SetDuration<public>(Time:float):void = external {}Returns the Duration that this powerup will be active for on any player it is applied to.
GetDuration<public>()<transacts>:float = external {}If the
Agenthas the effect applied to them, this will return the remaining time the effect has.Returns -1.0 if the effect has an infinite duration.
Returns 0 if the
Agentdoes not have the effect applied.GetRemainingTime<public>(Agent:agent)<transacts>:float = external {}Returns the
Agenthas the powerup's effect (or another of the same type) applied to them.HasEffect<public>(Agent:agent)<transacts><decides>:void = external {}Grants this powerup to
Agent.Pickup<public>(Agent:agent):void = external {}Grants this powerup without an agent reference.
Requires Apply To set to All Players.
Pickup<public>():void = external {}
pinball_flipper_device
pinball_flipper_device<public> := class<concrete><final>(creative_device_base):
Used to move, damage, and give scores to players that interact with it. By default, it is activated by any player touching its front face, which rotates it counterclockwise and knocks those players away from it and slightly upward.
Signaled when this device is activated by an
agent.Sends the
agentthat activated this device.ActivatedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Causes
Agentto activate this device.Activate<public>(Agent:agent):void = external {}
pinball_bumper_device
pinball_bumper_device<public> := class<concrete><final>(creative_device_base):
A triggered bumper that can knock players back, damage them, and award points.
Signaled when this device is activated by an
agent.Sends the
agentthat activated this device.ActivatedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Activates this device.
Activate<public>():void = external {}
perception_trigger_device
perception_trigger_device<public> := class<concrete><final>(trigger_base_device):
Specialized
trigger_base_devicethat will fire output events based on line of sight betweenagents and the device.Signaled when an
agenthas direct line of sight to this device.Sends the
agentthat has seen this device.AgentLooksAtDeviceEvent<public>:listenable(agent) = external {}Signaled when an
agenthas lost direct line of sight to this device.Sends the
agentthat has lost sight of this device.AgentLooksAwayFromDeviceEvent<public>:listenable(agent) = external {}Signaled when this device has direct line of sight to an
agent.Sends the
agentseen by this device.DeviceSeesAgentEvent<public>:listenable(agent) = external {}Signaled when this device loses direct line of sight to an
agent.Sends the
agentthis device has lost sight of.DeviceLosesSightOfAgentEvent<public>:listenable(agent) = external {}
objective_device
objective_device<public> := class<concrete><final>(creative_device_base):
Provides a collection of destructible devices that you can select from to use as objectives in your game.
Signaled when this device has been destroyed by an
agent.Sends the
agentthat destroyed this device.DestroyedEvent<public>:listenable(agent) = external {}Shows this device in the world.
Show<public>():void = external {}Hides this device from the world.
Hide<public>():void = external {}Activates an objective pulse at
Agent's location pointing toward this device.ActivateObjectivePulse<public>(Agent:agent):void = external {}Deactivates the objective pulse at
Agent's location.DeactivateObjectivePulse<public>(Agent:agent):void = external {}Destroys the objective item. This is done regardless of the visibility or health of the item.
Destroy<public>(Agent:agent):void = external {}
movement_modulator_device
movement_modulator_device<public> := class<concrete><final>(creative_device_base):
Used to temporarily modify the speed of
agents and vehicles.Signaled when this device is activated by an
agent.Sends the
agentthat activated this device.ActivationEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Activates this device's movement effect on
Agent.Activate<public>(Agent:agent):void = external {}
matchmaking_portal_device
matchmaking_portal_device<public> := class<concrete><final>(creative_device_base):
Used to take players to different islands and to link experiences together.
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}
map_indicator_device
map_indicator_device<public> := class<concrete><final>(creative_device_base):
Used to create custom points of interest and markers on the minimap and overview map.
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Activates an objective pulse at
Agent's location pointing toward this device.ActivateObjectivePulse<public>(Agent:agent):void = external {}Deactivates the objective pulse at
Agent's location.DeactivateObjectivePulse<public>(Agent:agent):void = external {}
lock_device
lock_device<public> := class<concrete><final>(creative_device_base):
Used to customize the state and accessibility of doors.
lock_deviceonly works with assets that have a door attached.Locks the door.
Agentis the instigator of the action.Lock<public>(Agent:agent):void = external {}Unlocks the door.
Agentis the instigator of the action.Unlock<public>(Agent:agent):void = external {}Toggles between
LockandUnlock.Agentis the instigator of the action.ToggleLocked<public>(Agent:agent):void = external {}Opens the door.
Agentis the instigator of the action.Open<public>(Agent:agent):void = external {}Closes the door.
Agentis the instigator of the action.Close<public>(Agent:agent):void = external {}Toggles between
OpenandClose.Agentis the instigator of the action.ToggleOpened<public>(Agent:agent):void = external {}
item_spawner_device
item_spawner_device<public> := class<concrete><final>(base_item_spawner_device):
Used to configuration and spawn items that players can pick up and use.
Cycles device to next configured item.
CycleToNextItem<public>():void = external {}
Spawns the current item.
SpawnItem<public>():void = external {}
Sets device Respawn Item on Timer option (see
SetTimeBetweenSpawns)SetEnableRespawnTimer<public>(Respawn:logic):void = external {}Returns device Respawn Item on Timer option (see
SetTimeBetweenSpawns)GetEnableRespawnTimer<public>()<transacts>:logic = external {}Sets the Time Between Spawns (in seconds) after an item is collected before the next is spawned, if this device has Respawn Item on Timer enabled (see
SetEnableRespawnTimer)SetTimeBetweenSpawns<public>(Time:float):void = external {}Returns the Time Between Spawns (in seconds) after an item is collected before the next is spawned, if this device has Respawn Item on Timer enabled (see
SetEnableRespawnTimer)GetTimeBetweenSpawns<public>()<transacts>:float = external {}
item_granter_device
item_granter_device<public> := class<concrete><final>(creative_device_base):
Used to grant items to
agents. Items can either be dropped at theagent's location or added directly to their inventory.Signaled when an item is granted to an
agent.Sends the
agentthat was granted the item.ItemGrantedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Clears saved data for
Agent, preventing them from receiving items while offline. This only works when Grant While Offline is set to Yes.ClearSaveData<public>(Agent:agent):void = external {}Cycles to the next item. If Grant on Cycle is set
Agentwill be granted the item.CycleToNextItem<public>(Agent:agent):void = external {}Cycles to the previous item. If Grant on Cycle is set
Agentwill be granted the item.CycleToPreviousItem<public>(Agent:agent):void = external {}Cycles to a random item. If Grant on Cycle is set
Agentwill be granted the item.CycleToRandomItem<public>(Agent:agent):void = external {}Grants an item to
Agent.GrantItem<public>(Agent:agent):void = external {}Restocks this device back to its starting inventory count.
RestockItems<public>():void = external {}Sets the next item to be granted.
Indexshould be between0and the available item count - 1.Calling
SetNextItemwith an invalid index will do nothing.SetNextItem<public>(Index:int):void = external {}
hud_message_device
hud_message_device<public> := class<concrete><final>(creative_device_base):
Used to show custom HUD messages to one or more
agents.Use this when the device is setup to target specific
agents.Show<public>(Agent:agent):void = external {}Shows the currently set Message HUD message on screen. Will replace any previously active message.
Show<public>():void = external {}Hides the HUD message.
Hide<public>():void = external {}Displays a Custom message to a specific Agent that you define.Setting DisplayTime to
0.0will display the HUD message persistently.If not defined, or less than0.0the message will show for the time set on the device.Show<public>(Agent:agent, Message:message, ?DisplayTime:float = external {}):void = external {}Displays a Custom message that you define for all PlayersSetting DisplayTime to
0.0will display the HUD message persistently.If not defined, or less than0.0the message will show for the time set on the device.Show<public>(Message:message, ?DisplayTime:float = external {}):void = external {}Sets the time (in seconds) the HUD message will be displayed.
0.0will display the HUD message persistently.SetDisplayTime<public>(Time:float):void = external {}Returns the time (in seconds) for which the HUD message will be displayed.
0.0means the message is displayed persistently.GetDisplayTime<public>()<transacts>:float = external {}Sets the Message to be displayed when the HUD message is activated.
Textis clamped to 150 characters.SetText<public>(Text:message):void = external {}
holoscreen_device
holoscreen_device<public> := class<concrete><final>(creative_device_base):
Used to create a holographic screen that displays a clock or other curated images.
grind_powerup_device
grind_powerup_device<public> := class<concrete><final>(powerup_device):
Used to let
agents slide on any surface with accompanying visual and audio effects.
fuel_pump_device
fuel_pump_device<public> := class<concrete><final>(creative_device_base):
Used to provide fuel sources for vehicles. Can also be used to deal considerable damage to
agents and the environment when destroyed.Signaled when the fuel pump is emptied.
Sends the
agentthat emptied the fuel pump.EmptyEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Resets fuel stock to Fuel Capacity value.
Reset<public>():void = external {}Grants fuel to
Agent.Empty<public>(Agent:agent):void = external {}
explosive_device
explosive_device<public> := class<concrete><final>(creative_device_base):
Hazard which deals damage in a radius around it when destroyed or triggered.
Signaled when this device explodes.
Sends the
agentthat caused the explosion.ExplodedEvent<public>:listenable(agent) = external {}Shows this device in the world.
Show<public>():void = external {}Hides this device from the world.
Hide<public>():void = external {}Resets this device.
Reset<public>():void = external {}Triggers this device to explode. Passes
Agentas the instigator of the explosion.Explode<public>(Agent:agent):void = external {}
experience_settings_device
experience_settings_device<public> := class<concrete><final>(creative_device_base):
Used to customize high level properties of the game mode.
elimination_manager_device
elimination_manager_device<public> := class<concrete><final>(base_item_spawner_device):
Used to spawn items when an
agentor specified target is eliminated.Signaled when a qualifying elimination occurs.
Sends the eliminated
agent.EliminatedEvent<public>:listenable(agent) = external {}Signaled when a qualifying elimination occurs.
Sends the eliminator
agent. If the eliminator is a non-agent thenfalseis returned.EliminationEvent<public>:listenable(?agent) = external {}
damage_amplifier_powerup_device
damage_amplifier_powerup_device<public> := class<concrete><final>(powerup_device):
Used to amplify an
agent's damage temporarily. This applies to any weapon theagentis using at the time of the powerup.Sets the Magnitude for this powerup, clamped to the Min and Max defined in the device.
Will not apply to any currently applied effects.
For the Damage Amplifier Powerup, this is the damage multiplier.
SetMagnitude<public>(Magnitude:float):void = external {}Returns the current Magnitude for the powerup.
For the Damage Amplifier Powerup, this is the damage multiplier.
GetMagnitude<public>()<transacts>:float = external {}
conditional_button_device
conditional_button_device<public> := class<concrete><final>(creative_device_base):
Used to create a specialized button which can only be activated when
agents are carrying specific items.Signaled when this device is activated.
Sends the
agentthat activated this device.ActivatedEvent<public>:listenable(agent) = external {}Signaled when this device fails to activate because
agentdidn't have the required items.Sends the
agentthat attempted to activate the device.NotEnoughItemsEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Resets this device to its original settings.
Reset<public>():void = external {}Activates this device.
Agentis used as the instigator of the action.Activate<public>(Agent:agent):void = external {}Toggles the conditional button state.
Agentis used as the instigator of the action.Toggle<public>(Agent:agent):void = external {}Sets the text that appears when
agents approach the device.Textis limited to150characters and will revert back to default if empty.SetInteractionText<public>(Text:message):void = external {}Sets the time (in seconds) that an interaction with this device should take to complete.
SetInteractionTime<public>(Time:float):void = external {}Returns the time (in seconds) that an interaction with this device will take to complete.
GetInteractionTime<public>()<transacts>:float = external {}Sets the quantity of a specific key item type that needs to be collected in order to activate the switch.
KeyItemIndexranges from0to number of key item types - 1.SetItemCountRequired<public>(KeyItemIndex:int, Count:int):void = external {}Returns the total quantity of a specific key item type that needs to be collected in order to activate the switch.
GetItemCountRequired<public>(KeyItemIndex:int)<transacts>:int = external {}Returns the remaining quantity of a specific key item type that needs to be collected in order to activate the switch.
GetRemainingItemCountRequired<public>(KeyItemIndex:int)<transacts>:int = external {}Sets the score to be awarded for a key item.
KeyItemIndexranges from0to number of key item types - 1.SetItemScore<public>(KeyItemIndex:int, Score:int):void = external {}Returns the score to be awarded for a key item.
GetItemScore<public>(KeyItemIndex:int)<transacts>:int = external {}Returns how many items an
Agenthas of the item stored atKeyItemIndex.GetItemCount<public>(Agent:agent, KeyItemIndex:int):int = external {}Returns if the
Agenthas all of the items required to interact with this Device.HasAllItems<public>(Agent:agent)<transacts><decides>:void = external {}Returns if the
Agentis currently holding any of the items stored in the Device.IsHoldingItem<public>(Agent:agent)<transacts><decides>:void = external {}Returns if the
Agentis currently holding the item stored atKeyItemIndex.IsHoldingItem<public>(Agent:agent, KeyItemIndex:int)<transacts><decides>:void = external {}
color_changing_tiles_device
color_changing_tiles_device<public> := class<concrete><final>(creative_device_base):
Used to create a tile that changes colors when
agents interact with it.Signaled when this device changes color.
Sends the
agentthat interacted with this device.ActivatedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Shows this device in the world.
Show<public>():void = external {}Hides this device from the world.
Hide<public>():void = external {}Resets this device to its initial settings.
Reset<public>():void = external {}Sets the color of the tile to
Agent's team color.SetTeam<public>(Agent:agent):void = external {}
collectible_object_device
collectible_object_device<public> := class<concrete><final>(creative_device_base):
Used to place a collectible item into the world.
Signaled when the collectible item is collected.
Sends the
agentthat collected the item.CollectedEvent<public>:listenable(agent) = external {}Makes the collectible visible.
Show<public>():void = external {}Makes the collectible invisible.
Hide<public>():void = external {}Immediately respawns the object for the instigating agent.
This will be affected by the option Consume If Collected By.
Respawn<public>(Agent:agent):void = external {}Immediately respawns the object for all agents.
RespawnForAll<public>():void = external {}
class_designer_device
Used together with
class_selector_deviceto create class based gameplay. Defines custom class attributes and inventory loadouts.class_designer_device<public> := class<concrete><final>(creative_device_base):
class_and_team_selector_device
class_and_team_selector_device<public> := class<concrete><final>(creative_device_base):
Used together with
class_designer_deviceto control how/when created classes can be accessed byagents.Signaled when an
agentchanges class.Sends the
agentwhose class changed.ClassSwitchedEvent<public>:listenable(agent) = external {}Signaled when an
agentchanges teams.Sends the
agentwhose team changed.TeamSwitchedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Changes the
Agent's class.ChangeClass<public>(Agent:agent):void = external {}Changes the
Agent's team.ChangeTeam<public>(Agent:agent):void = external {}Changes the
Agent's team and class.ChangeTeamAndClass<public>(Agent:agent):void = external {}Changes the selecting team.
ChangeSelectorTeam<public>(Agent:agent):void = external {}
capture_item_spawner_device
capture_item_spawner_device<public> := class<concrete><final>(creative_device_base):
Spawns and tracks a single item as a game objective (e.g. flag).
Signaled when spawned item is captured.
Sends the
agentthat captured the item.ItemCapturedEvent<public>:listenable(agent) = external {}Signaled when spawned item is picked up.
Sends the
agentthat picked up the item.ItemPickedUpEvent<public>:listenable(agent) = external {}Signaled when spawned item is dropped.
Sends the
agentthat dropped the item.ItemDroppedEvent<public>:listenable(agent) = external {}Signaled when spawned item is returned.
Sends the
agentthat returned the item.ItemReturnedEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}
capture_area_device
capture_area_device<public> := class<concrete><final>(creative_device_base):
Used to create a zone that can trigger effects once players enter it. Can be set up to be capturable by a team, to provide a score while held, or to require a specific item as a drop-off.
Signaled when an
agententers this device area.Sends the
agentthat entered this device area.AgentEntersEvent<public>:listenable(agent) = external {}Signaled when an
agentexits this device area.Sends the
agentthat exited this device area.AgentExitsEvent<public>:listenable(agent) = external {}Signaled when the first
agententers this device area.Sends the
agentthat entered this device area.FirstAgentEntersEvent<public>:listenable(agent) = external {}Signaled when the last
agentexits this device area.Sends the
agentthat exited this device area.LastAgentExitsEvent<public>:listenable(agent) = external {}Signaled when this device is contested.
Sends the
agentthat is contesting this device.AreaIsContestedEvent<public>:listenable(agent) = external {}Signaled when this device is scored.
Sends the
agentthat scored this device.AreaIsScoredEvent<public>:listenable(agent) = external {}Signaled when this device control change starts.
Sends the
agentthat is triggering this device control change.ControlChangeStartsEvent<public>:listenable(agent) = external {}Signaled when this device control changes.
Sends the
agentthat triggered this device control change.ControlChangeEvent<public>:listenable(agent) = external {}Signaled when an item is consumed by this device.
Sends the
agentthat provided the item to this device.ItemIsConsumedEvent<public>:listenable(agent) = external {}Signaled when an item is delivered to this device.
Sends the
agentthat delivered the item to this device.ItemIsDeliveredEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Toggles between
EnableandDisable.ToggleEnabled<public>():void = external {}Allows this device to be captured.
AllowCapture<public>():void = external {}Disallows this device from being captured.
DisallowCapture<public>():void = external {}Toggles between
AllowCaptureandDisallowCapture.ToggleCaptureAllowed<public>():void = external {}Resets control of this device for all teams.
Reset<public>():void = external {}Gives control of this device to the capturing
agent's team.GiveControl<public>(Agent:agent):void = external {}Clears control of this device for all teams.
Neutralize<public>():void = external {}Activates the objective pulse for this device.
ActivateObjectivePulse<public>():void = external {}Deactivates the objective pulse for this device.
DeactivateObjectivePulse<public>():void = external {}Sets the Capture Height (in meters) of the capture area.
SetHeight<public>(Height:float):void = external {}Returns the Capture Height (in meters) of the capture area.
GetHeight<public>()<varies>:float = external {}Sets the Capture Radius (in meters) of the capture area.
SetRadius<public>(Radius:float):void = external {}Returns the Capture Radius (in meters) of the capture area.
GetRadius<public>()<varies>:float = external {}
button_device
button_device<public> := class<concrete><final>(creative_device_base):
Used to create a button which can trigger other devices when an agent interacts with it.
Signaled when an
agentsuccessfully interacts with the button forGetInteractionTimeseconds.Sends the
agentthat interacted with the button.InteractedWithEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Sets the text that displays when an
agentis close to this button and looks at it.Textis limited to64characters.SetInteractionText<public>(Text:message):void = external {}Sets the duration of the interaction required to activate this device (in seconds).
SetInteractionTime<public>(Time:float):void = external {}Returns the duration of the interaction required to activate this device (in seconds).
GetInteractionTime<public>()<transacts>:float = external {}Sets the maximum amount of times this button can be interacted with before it will be disabled.
MaxCountmust be between0and10.0indicates no limit on trigger count.SetMaxTriggerCount<public>(MaxCount:int):void = external {}Returns the maximum amount of times this button can be interacted with before it will be disabled.
GetTriggerMaxCountwill be between0and10.0indicates no limit on trigger count.GetMaxTriggerCount<public>()<transacts>:int = external {}Returns the number of times that this button can still be interacted with before it will be disabled. Will return
0ifGetMaxTriggerCountis unlimited.GetTriggerCountRemaining<public>()<transacts>:int = external {}
billboard_device
billboard_device<public> := class<concrete><final>(creative_device_base):
Used to display custom text messages on a billboard.
Shows the billboard text.
ShowText<public>():void = external {}Hides the billboard text.
HideText<public>():void = external {}Updates the device display to show the current Text.
UpdateDisplay<public>():void = external {}Sets the visibility of the device border mesh. This also determines whether the device collision is enabled.
SetShowBorder<public>(Show:logic):void = external {}Returns
trueif the device border is enabled.GetShowBorder<public>()<transacts>:logic = external {}Sets the device Text.
SetText<public>(Text:message):void = external {}Sets the Text Size of the device Text. Clamped to range [8, 24].
SetTextSize<public>(Size:int):void = external {}Returns the Text Size of the device Text.
GetTextSize<public>()<transacts>:int = external {}
beacon_device
beacon_device<public> := class<concrete><final>(creative_device_base):
Used to show an in world visual effect and/or a HUD marker at the desired location.
Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Adds the specified
agentto a list ofagents that the Beacon will be shown to. This list ofagents is maintained separately from the Team Visibility set ofagents.AddToShowList<public>(Agent:agent):void = external {}Removes the specified
agentfrom the show list. Theagentwill still see the Beacon if they meet the Team Visibility check.RemoveFromShowList<public>(Agent:agent):void = external {}Removes all
agents from the show list.Agents will still see the Beacon if they meet the Team Visibility check.RemoveAllFromShowList<public>():void = external {}
basic_storm_controller_device
basic_storm_controller_device<public> := class<concrete><final>(storm_controller_device):
A simplified storm device that provides a way to create a single-phase storm and control its basic behaviors.
To control multiple phases of the storm see
advanced_storm_controller_device.
base_item_spawner_device
base_item_spawner_device<public> := class<abstract><epic_internal>(creative_device_base):
Base class for devices that spawn items.
Signaled when an
agentpicks up the spawned item.Sends the
agentthat picked up the item.ItemPickedUpEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}
ball_spawner_device
ball_spawner_device<public> := class<concrete><final>(creative_device_base):
Used to spawn various types of balls. Can be used to control HUD elements related to the spawned balls.
Shows the floating HUD Icons to players, if these have been configured by the device.
ShowHUD<public>():void = external {}Hides the floating HUD Icons from players, if these have been configured by the device.
HideHUD<public>():void = external {}
attribute_evaluator_device
attribute_evaluator_device<public> := class<concrete><final>(trigger_base_device):
Evaluates attributes for
agentwhen signaled from other devices. Acts as branching logic, checking whether theagentassociated with the signal passes all of the tests setup in this device, then sends a signal on eitherPassEventorFailEvent.Signaled when the
agentfromEvaluateAgentpasses the requirements specified by this device.Sends the
agentoriginally passed to this device inEvaluateAgent.PassEvent<public>:listenable(agent) = external {}Signaled when the
agentfromEvaluateAgentfails the requirements specified by this device.Sends the
agentoriginally passed to this device inEvaluateAgent.FailEvent<public>:listenable(agent) = external {}Tests whether the specified agent satisfies the required conditions specified on the device (e.g. eliminations/score), and fires either the
PassEventorFailEventaccordingly.EvaluateAgent<public>(Agent:agent):void = external {}
air_vent_device
air_vent_device<public> := class<concrete><final>(creative_device_base):
Used to boost
agents, vehicles, and other objects upwards into the air.Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Activates this device.
Activate<public>():void = external {}
advanced_storm_controller_device
advanced_storm_controller_device<public> := class<concrete><final>(storm_controller_device):
Storm with custom phases
advanced_storm_beacon_device
advanced_storm_beacon_device<public> := class<concrete><final>(creative_device_base):
Use with
advanced_storm_controller_deviceto customize storm phasesTeleports the
advanced_storm_beacon_deviceto the specifiedPositionandRotation.Existing storms will not target the new location, but newly generated storms will.
TeleportTo<override>(Position:vector3, Rotation:rotation)<transacts><decides>:void = external {}Teleports the
advanced_storm_beacon_deviceto the specified location defined byTransform, also applies rotation and scale accordingly.Existing storms will not target the new location, but newly generated storms will.
TeleportTo<override>(Transform:transform)<transacts><decides>:void = external {}Moves the
advanced_storm_beacon_deviceto the specifiedPositionandRotationover the specified time, in seconds.Existing storms will not target the new location, but newly generated storms will.
MoveTo<override>(Position:vector3, Rotation:rotation, OverTime:float)<suspends>:move_to_result = external {}Moves the
advanced_storm_beacon_deviceto the specifiedTransformover the specified time, in seconds.Existing storms will not target the new location, but newly generated storms will.
MoveTo<override>(Transform:transform, OverTime:float)<suspends>:move_to_result = external {}
chair_device
chair_device<public> := class<concrete><final>(creative_device_base):
Creates a chair where
Agents can sit.Signaled when an
agentsits on the Chair.Sends the sitting
agent.SeatedEvent<public>:listenable(agent) = external {}Signaled when an
agentstops sitting on the Chair.Sends the standing
Agent.ExitedEvent<public>:listenable(agent) = external {}Enables the Chair.
Enable<public>():void = external {}Disables the Chair.
Disable<public>():void = external {}Allows any seated
agentto leave the chair manually.EnableExit<public>():void = external {}Prevents any seated
agentfrom leaving the Chair manually.While Exit is disabled, call Eject to force them out.
DisableExit<public>():void = external {}Makes
Agentsit on this chair if they meet the requirements.Seat<public>(Agent:agent):void = external {}Ejects any
agentcurrently in the chair.Eject<public>():void = external {}Makes
Agentexit this chair if they are currently in the chair.Eject<public>(Agent:agent):void = external {}Succeeds if
Agentis currently in the chair .IsSeated<public>(Agent:agent)<transacts><decides>:void = external {}Succeeds if the chair is currently occupied.
IsOccupied<public>()<transacts><decides>:void = external {}Returns the
agentcurrently occupying the chair.GetSeatedAgent<public>():?agent = external {}
popup_dialog_device
popup_dialog_device<public> := class<concrete><final>(creative_device_base):
Used to create HUD text boxes that give players information, and allows responses to be customized to player choices.
Signaled when Button on this device is pushed by an
agent.Sends the
agentthat pushed the button.Sends the
intindex of the button that was clicked.RespondingButtonEvent<public>:listenable(tuple(agent, int)) = external {}Signaled when this device is shown to an
agent.Sends the
agentlooking at the popup.ShownEvent<public>:listenable(agent) = external {}Signaled when this device is dismissed by an
agent.Sends the
agentwho dismissed the popup.DismissedEvent<public>:listenable(agent) = external {}Signaled when this device times out while an
agentis looking at it.Sends the
agentwho was looking at the popup.TimeOutEvent<public>:listenable(agent) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Shows the popup to
Agent.Show<public>(Agent:agent):void = external {}Shows the popup to all
agents in the experience.Show<public>():void = external {}Hides the popup from
Agent.Hide<public>(Agent:agent):void = external {}Hides the popup from all
agents in the experience.Hide<public>():void = external {}Sets the number of buttons this popup has.
Button Count is not updated on active Popups.
SetButtonCount<public>(Count:int):void = external {}Returns the Button Text for this popup at a specified index.
GetButtonText<public>(Index:int)<transacts>:string = external {}Sets the Button Text for a button at a specific index on this popup.
Textshould be no more than24characters.If
Textis empty the button will show OK instead.Button 1 uses
Index0.SetButtonText<public>(Text:message, Index:int):void = external {}Sets the Description text for this popup.
Textshould be no more than350characters.SetDescriptionText<public>(Text:message):void = external {}Returns the Description text for this popup.
GetDescriptionText<public>()<transacts>:string = external {}Sets the Title text for this popup.
Textshould be no more than32characters.SetTitleText<public>(Text:message):void = external {}Returns the Title text for this popup.
GetTitleText<public>()<transacts>:string = external {}
physics_tree_device
physics_tree_device<public> := class<concrete><final>(physics_object_base_device):
Physics tree that can be chopped down, and damage players, vehicles, creatures, and structures.
Signaled when a tree is spawned.
TreeSpawnedEvent<public>:listenable(tuple()) = external {}Signaled when the log created by a tree is destroyed.
LogDestroyedEvent<public>:listenable(tuple()) = external {}Signaled when the stump created by a tree is destroyed.
StumpDestroyedEvent<public>:listenable(tuple()) = external {}Signaled when a tree has taken enough damage to be knocked down.
TreeKnockedDownEvent<public>:listenable(tuple()) = external {}Releases the log from the tree, if there is one.
ReleaseLog<public>():void = external {}Destroys the current log.
DestroyLog<public>():void = external {}Destroys the current stump.
DestroyStump<public>():void = external {}
physics_object_base_device
physics_object_base_device<public> := class<abstract><epic_internal>(prop_spawner_base_device):
Base class for various physics-based gameplay elements (e.g. boulders/trees).
physics_boulder_device
physics_boulder_device<public> := class<concrete><final>(physics_object_base_device):
Physics boulder that can be dislodged and damage
agents, vehicles, creatures, and structures.Signaled when the balanced boulder is spawned on the base.
BalancedBoulderSpawnedEvent<public>:listenable(tuple()) = external {}Signaled when the balanced boulder is destroyed.
BalancedBoulderDestroyedEvent<public>:listenable(tuple()) = external {}Signaled when the base of the boulder is destroyed.
BaseDestroyedEvent<public>:listenable(tuple()) = external {}Signaled when the rolling boulder is destroyed.
RollingBoulderDestroyedEvent<public>:listenable(tuple()) = external {}Destroys the boulder's base.
DestroyBase<public>():void = external {}Releases the boulder sitting on the base, if there is one.
ReleaseRollingBoulder<public>():void = external {}Destroys the current rolling boulder.
DestroyRollingBoulder<public>():void = external {}
health_powerup_device
health_powerup_device<public> := class<concrete><final>(powerup_device):
Used to regenerate an
agent's health and/or shields.Sets the Magnitude for this powerup, clamped to the Min and Max defined in the device.
Will not apply to any currently applied effects.
For the Health Powerup, this is the amount of health or shield that the powerup will add or remove,
SetMagnitude<public>(Magnitude:float):void = external {}Returns the current Magnitude for the powerup.
For the Health Powerup, this is the amount of health or shield that the powerup will add or remove,
GetMagnitude<public>()<transacts>:float = external {}
guard_spawner_device
guard_spawner_device<public> := class<concrete><final>(creative_device_base):
Used to spawn guards that can patrol and attack other
agents.Signaled when a guard is spawned.
Sends the
agentguard who was spawned.SpawnedEvent<public>:listenable(agent) = external {}Signaled when a guard has identified an opponent.
Sourceis the guard who is aware.Targetis the agent who alerted the guard.AlertedEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when a guard has lost track of a target.
Sourceis the guard that lost track of a target.Targetis theagentno longer targeted by the guard.TargetLostEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when a guard becomes suspicious.
Sends the
agentguard who is suspicious.SuspiciousEvent<public>:listenable(agent) = external {}Signaled when a guard becomes unaware.
Sends the
agentguard who is unaware.UnawareEvent<public>:listenable(agent) = external {}Signaled when guard is damaged.
Sourceis theagentthat damaged the guard. If the guard was damaged by a non-agent thenfalseis returned.Targetis the guard that was damaged.DamagedEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when a guard is eliminated.
Sourceis theagentthat eliminated the guard. If the guard was eliminated by a non-agent thenSourceis 'false'.Targetis the guard that was eliminated.EliminatedEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when a guard eliminates an agent.
Sourceis the guard that eliminated the agent.Targetis the agent that was eliminated.EliminatingEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when a guard is hired by a player.
Sourceis theagentwho hired the guard.Targetis the guard that was hired.HiredEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when a guard is dismissed by a player.
Sourceis theagentwho dismissed the guard.Targetis the guard that was dismissed.DismissedEvent<public>:listenable(device_ai_interaction_result) = external {}Enables this device. Guards will start to spawn.
Enable<public>():void = external {}Disables this device. Guards will despawn if Despawn Guards When Disabled is set.
Disable<public>():void = external {}Resets the spawn count allowing spawning of a new batch of guards.
Reset<public>():void = external {}Tries to spawn a guard.
Spawn<public>():void = external {}Tries to spawn a guard. If Auto Hire When Spawned is set to Triggering Player the guard will be hired by
Instigator.Spawn<public>(Instigator:agent):void = external {}Despawns guards.
Despawn<public>():void = external {}Despawns guards.
Instigatorwill be considered as the eliminator of those guards.Despawn<public>(Instigator:agent):void = external {}Hires guards to
Instigator's team.Hire<public>(Instigator:agent):void = external {}Dismisses all hired guards.
DismissAllHiredGuards<public>():void = external {}Dismisses all hired guards that were recruited by
Instigator.DismissAgentHiredGuards<public>(Instigator:agent):void = external {}Forces guards to attack
Target, bypassing perception checks.'ForgetTime' ranges from 0.0 to 600.0 (in seconds, default is 600.0), it is the time after which the target will be ignored if not found.
'ForgetDistance' ranges from 0.0 to 100000.0 (in centimeters, default is 100000.0), it is the distance at which the target will be ignored if not found.
ForceAttackTarget<public>(Target:agent, ?ForgetTime:float = external {}, ?ForgetDistance:float = external {}):void = external {}Allows guards to be hired.
SetGuardsHireable<public>():void = external {}Prevents guards from being hired.
SetGuardsNotHireable<public>():void = external {}Returns the spawn limit of the device.
GetSpawnLimit<public>()<transacts>:int = external {}
wilds_plant_device
wilds_plant_device<public> := class<concrete><final>(creative_device_base):
Used to create plants with explosive pods that players can detonate and launch.
Triggers whenever the plant grows.
GrowEvent<public>:listenable(tuple()) = external {}Triggers whenever the plant or launched projectile explodes.
Sends the
agentthat initially launched the projectile or triggered an immediate explosion.Sends
falseif noagentis found.ExplodeEvent<public>:listenable(?agent) = external {}Triggers whenever the plant launches a projectile.
Sends the
agentthat triggered this event.Sends
falseif noagentis found.LaunchEvent<public>:listenable(?agent) = external {}Enables the device to allow interaction and let it grow.
Enable<public>():void = external {}Disables the device to prevent interaction and growth.
Disable<public>():void = external {}Grows the plant if the device is enabled. If Infinite Regrowths is
false, this is limited by Maximum Regrowths.Grow<public>():void = external {}Detonates the plant if the device is enabled.
Explode<public>():void = external {}Sets whether the plant can always regrow after launching a projectile or being destroyed.
SetInfiniteRegrowths<public>(InfiniteRegrowths:logic):void = external {}Sets how many times the plant can regrow after launching a projectile or being destroyed.
This applies across the device’s entire lifetime and is unaffected by Enable and Disable.
This value is clamped.
SetMaximumRegrowths<public>(MaximumRegrowths:int):void = external {}
vine_rail_device
vine_rail_device<public> := class<concrete><final>(creative_device_base):
using {/Verse.org/Colors}
Used to create a customizable vine version of the Grind Rails.
Enables this device, letting players grind on the vines.
Enable<public>():void = external {}Disables this device, preventing players from grinding on the vines.
Disable<public>():void = external {}Hides the track. Players can still grind on the track if it is enabled.
Hide<public>():void = external {}Make this track visible.
Show<public>():void = external {}Signaled when an
agentstarts grinding on thisvine_rail_device.StartedGrindingEvent<public>:listenable(agent) = external {}Signaled when an
agentstarts grinding on thisvine_rail_device.EndedGrindingEvent<public>:listenable(agent) = external {}
grind_rail_device
grind_rail_device<public> := class<concrete><final>(creative_device_base):
Used to create customizable Grind Rails.
Enables this device, letting players grind on the rail.
Enable<public>():void = external {}Disables this device, preventing players from grinding on the rail.
Disable<public>():void = external {}Sets the color of the Grind Rail.
SetRailColor<public>(Color:color):void = external {}Hides the track. Players can still grind on the track if it is enabled.
Hide<public>():void = external {}Make this track visible.
Show<public>():void = external {}Signaled when an
agentstarts grinding on thisgrind_rail_device.StartedGrindingEvent<public>:listenable(agent) = external {}Signaled when an
agentstarts grinding on thisgrind_rail_device.EndedGrindingEvent<public>:listenable(agent) = external {}
wildlife_spawner_device
wildlife_spawner_device<public> := class<concrete><final>(creative_device_base):
Used to spawn various wildlife that players can herd, hunt, or tame.
Signaled when this device spawns wildlife.
Sends the
agentwildlife that was spawned.SpawnedEvent<public>:listenable(agent) = external {}Signaled when wildlife is eliminated.
Sourceis theagentthat eliminated the wildlife. If the wildlife was eliminated by a non-agent thenSourceis 'false'.Targetis the wildlife that was eliminated.EliminatedEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when a wildlife eliminates an agent.
Sourceis the wildlife that eliminated the agent.Targetis the agent that was eliminated.
EliminatingEvent<public>:listenable(device_ai_interaction_result) = external {}
Signaled when wildlife is tamed.
Sourceis theagentthat tamed the wildlife.Targetis the wildlife that was tamed.TamedEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when wildlife is untamed.
Sourceis theagentthat tamed the wildlife.Targetis the wildlife that was untamed.UntamedEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when wildlife is force-spawned and causes the oldest wildlife to be eliminated.
Sends the
agentwildlife that was spawned.ForceSpawnedEvent<public>:listenable(agent) = external {}Signaled when wildlife is damaged.
Sourceis theagentthat damaged the wildlife. If the wildlife was damaged by a non-agent thenfalseis returned.Targetis the wildlife that was damaged.DamagedEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when wildlife eats a pickup such as a Shroom or Meat.
Sends the wildlife that ate something.
SomethingIsEatenEvent<public>:listenable(agent) = external {}Signaled when an
agentrides wildlife.Sourceis theagentthat started riding the wildlife.Targetis the wildlife that was ridden.RiddenEvent<public>:listenable(device_ai_interaction_result) = external {}Signaled when an
agentdismounts wildlife.Sourceis theagentthat dismounted the wildlife.Targetis the wildlife that was dismounted.DismountedEvent<public>:listenable(device_ai_interaction_result) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Resets the count on the Total Spawn Count option.
Reset<public>():void = external {}Spawns wildlife from this device.
Spawn<public>():void = external {}Despawns wildlife.
Agentis marked as the one who eliminated the wildlife.Despawn<public>(Agent:agent):void = external {}Destroys this device, marking
Agentas the destroyer of the device.DestroySpawner<public>(Agent:agent):void = external {}Tames wildlife, making them AI partners of
Agent.Tame<public>(Agent:agent):void = external {}Untames any tamed wildlife that belong to
Agent.Untame<public>(Agent:agent):void = external {}Untames all wildlife.
UntameAll<public>():void = external {}Teleports
Agentto the nearest wildlife, thenAgentmounts that wildlife.Ride<public>(Agent:agent):void = external {}Dismounts
Agentfrom wildlife.Dismount<public>(Agent:agent):void = external {}Dismounts all
agents from wildlife.DismountAll<public>():void = external {}Restores energy to wildlife belonging to
Agentby Energy Restore Amount.RestoreEnergy<public>(Agent:agent):void = external {}Restores energy to wildlife by Energy Restore Amount.
RestoreEnergyForAll<public>():void = external {}Consumes energy from wildlife belonging to
Agentby Energy Consume Amount.ConsumeEnergy<public>(Agent:agent):void = external {}Consumes energy from wildlife by Energy Consume Amount.
ConsumeEnergyForAll<public>():void = external {}Returns the spawn limit of the device.
GetSpawnLimit<public>()<transacts>:int = external {}
npc_spawner_device
npc_spawner_device<public> := class<concrete><final>(creative_device_base):
Used to spawn NPCs made with Character Definition asset.
Signaled when a character is spawned.
Sends the
agentcharacter who was spawned.SpawnedEvent<public>:listenable(agent) = external {}Signaled when a character is eliminated.
Sourceis theagentthat eliminated the character. If the character was eliminated by a non-agent thenSourceis 'false'.Targetis the character that was eliminated.EliminatedEvent<public>:listenable(device_ai_interaction_result) = external {}Enables this device. Characters will start to spawn.
Enable<public>():void = external {}Disables this device. Characters will despawn if Despawn AIs When Disabled is set.
Disable<public>():void = external {}Resets the spawn count allowing spawning of a new batch of characters. `Reset():void = external {}
Tries to spawn a character. `Spawn():void = external {}
Despawns all characters. If set,
Instigatorwill be considered as the eliminator of those characters.DespawnAll<public>(Instigator:?agent):void = external {}
vehicles
vehicle_spawner_device
using {/Fortnite.com/Vehicles}
using {/Fortnite.com/Characters}
using {/Fortnite.com/Teams}
Vehicles<public> := module:
vehicle_spawner_device<public> := class<abstract><epic_internal>(creative_device_base):
Base class for various specialized vehicle spawners which allow specific vehicle types to be spawned and configured with specialized options.
vehicle_spawner_sports_car_device<public> := class<concrete><final>(vehicle_spawner_device):
Specialized
vehicle_spawner_devicethat allows a Whiplash sports car to be configured and spawned.Signaled when an
agententers the vehicle.Sends the
agentthat entered the vehicle.AgentEntersVehicleEvent<public>:listenable(agent) = external {}Signaled when an
agentexits the vehicle.Sends the
agentthat exited the vehicle.AgentExitsVehicleEvent<public>:listenable(agent) = external {}Signaled when a vehicle is spawned or respawned by this device.
Sends the fort_vehicle who was spawned.
SpawnedEvent<public>:listenable(fort_vehicle) = external {}Signaled when a vehicle is spawned or respawned by this device.
Deprecated, use SpawnedEvent instead.
VehicleSpawnedEvent<public>:listenable(tuple()) = external {}Signaled when a vehicle is destroyed.
Deprecated, use DestroyedEvent instead.
VehicleDestroyedEvent<public>:listenable(tuple()) = external {}Signaled when a vehicle is destroyed.
DestroyedEvent<public>:listenable(tuple()) = external {}Enables this device.
Enable<public>():void = external {}Disables this device.
Disable<public>():void = external {}Sets
agentas the vehicle's driver.AssignDriver<public>(Agent:agent):void = external {}Destroys the vehicle if it exists.
DestroyVehicle<public>():void = external {}Spawns a new vehicle. The previous vehicle will be destroyed before a new vehicle spawns.
RespawnVehicle<public>():void = external {}
taxi
Specialized
vehicle_spawner_devicethat allows a taxi to be configured and spawned.vehicle_spawner_taxi_device<public> := class<concrete><final>(vehicle_spawner_device):
surfboard
Specialized
vehicle_spawner_devicethat allows a surfboard to be configured and spawned.vehicle_spawner_surfboard_device<public> := class<concrete><final>(vehicle_spawner_device):
shopping_cart
Specialized
vehicle_spawner_devicethat allows a shopping cart to be configured and spawned.vehicle_spawner_shopping_cart_device<public> := class<concrete><final>(vehicle_spawner_device):
quadcrasher
Specialized
vehicle_spawner_devicethat allows a Quadcrasher to be configured and spawned.vehicle_spawner_quadcrasher_device<public> := class<concrete><final>(vehicle_spawner_device):
sedan
Specialized
vehicle_spawner_devicethat allows a Prevalent sedan to be configured and spawned.vehicle_spawner_sedan_device<public> := class<concrete><final>(vehicle_spawner_device):
big_rig
Specialized
vehicle_spawner_devicethat allows a Mudflap semi truck to be configured and spawned.vehicle_spawner_big_rig_device<public> := class<concrete><final>(vehicle_spawner_device):
driftboard
Specialized
vehicle_spawner_devicethat allows a Driftboard to be configured and spawned.vehicle_spawner_driftboard_device<public> := class<concrete><final>(vehicle_spawner_device):
cannon
Specialized
vehicle_spawner_devicethat allows a cannon to be configured and spawned.vehicle_spawner_cannon_device<public> := class<concrete><final>(vehicle_spawner_device):
boat
Specialized
vehicle_spawner_devicethat allows a boat to be configured and spawned.vehicle_spawner_boat_device<public> := class<concrete><final>(vehicle_spawner_device):
biplane
Specialized
vehicle_spawner_devicethat allows a Stormwing biplane to be configured and spawned.vehicle_spawner_biplane_device<public> := class<concrete><final>(vehicle_spawner_device):
baller
vehicle_spawner_baller_device<public> := class<concrete><final>(vehicle_spawner_device):
Specialized
vehicle_spawner_devicethat allows a Baller vehicle to be configured and spawned.Signaled when the vehicle runs out of energy.
OutOfEnergyEvent<public>:listenable(tuple()) = external {}Refills the vehicle's energy.
RefillEnergy<public>():void = external {}
atk
Specialized
vehicle_spawner_devicethat allows an ATK (all terrain kart) to be configured and spawned.vehicle_spawner_atk_device<public> := class<concrete><final>(vehicle_spawner_device):
octane
Spawns a lightweight vehicle made for defying gravity with its rocket boosting, jumping, and aerial maneuverability capabilities.
vehicle_spawner_octane_device<public> := class<concrete><final>(vehicle_spawner_device):
helicopter
Specialized
vehicle_spawner_devicethat allows a helicopter to be configured and spawned.vehicle_spawner_helicopter_device<public> := class<concrete><final>(vehicle_spawner_device):
heavy turret
Specialized
vehicle_spawner_devicethat allows an anti-vehicle turret to be configured and spawned.vehicle_spawner_heavy_turret_device<public> := class<concrete><final>(vehicle_spawner_device):
siege_cannon
Specialized
vehicle_spawner_devicethat allows a siege cannon to be configured and spawned.vehicle_spawner_siege_cannon_device<public> := class<concrete><final>(vehicle_spawner_device):
ufo
Specialized
vehicle_spawner_devicethat allows a UFO to be configured and spawned.vehicle_spawner_ufo_device<public> := class<concrete><final>(vehicle_spawner_device):
tank
Specialized
vehicle_spawner_devicethat allows a tank to be configured and spawned.vehicle_spawner_tank_device<public> := class<concrete><final>(vehicle_spawner_device):
battle_bus
Specialized
vehicle_spawner_devicethat allows an armored battle bus to be configured and spawned.
vehicle_spawner_armored_battle_bus_device<public> := class<concrete><final>(vehicle_spawner_device):
dirtbike
Specialized
vehicle_spawner_devicethat allows a dirtbike to be configured and spawned.
vehicle_spawner_dirtbike_device<public> := class<concrete><final>(vehicle_spawner_device):
nitro_drifter
Specialized
vehicle_spawner_devicethat allows a Nitro Drifter sedan to be configured and spawned.
vehicle_spawner_nitro_drifter_sedan_device<public> := class<concrete><final>(vehicle_spawner_device):
sportbike
Specialized
vehicle_spawner_devicethat allows a sportbike to be configured and spawned.
vehicle_spawner_sportbike_device<public> := class<concrete><final>(vehicle_spawner_device):
GetAway_car
Specialized
vehicle_spawner_devicethat allows a GetAway Car to be configured and spawned.
vehicle_spawner_getaway_device<public> := class<concrete><final>(vehicle_spawner_device):
Returns the
fort_vehicleforInCharacter.Fails if
InCharacteris not associated with afort_vehicle.
(InCharacter:fort_character).GetVehicle<native><public>()<transacts><decides>:fort_vehicle
Main API implemented by Fortnite vehicles.
fort_vehicle<native><public> := interface<unique><epic_internal>(positional, healthful, damageable, game_action_causer):
IsOnGround
Succeeds if this
fort_vehicleis standing on ground.IsOnGround<public>()<transacts><decides>:void
IsInAir
Succeeds if this
fort_vehicleis standing in air.IsInAir<public>()<transacts><decides>:void
IsInWater
Succeeds if this
fort_vehicleis standing in water.IsInWater<public>()<transacts><decides>:void
GepPassengers
Returns an array with all the passengers of the vehicle.
GetPassengers<public>():[]fort_character
Teams
Module import path: /Fortnite.com/Teams
Teams<public> := module:
A generic set of team attitudes. Use this enum to model relationship behavior between your experience's agents/teams.
team_attitude<native><public> := enum:
Agents/teams are friends. In Fortnite games two
agents on the sameteamarefriendly.Use
fort_playspace.GetTeamCollection()to get theteam_collectionfor the active experience.
fort_team_collection
fort_team_collection<native><public> := interface<epic_internal>:
Collection used to manage
teams andagents on those teams.
GetTeams
Returns an array of all the
teams known to thisfort_team_collectionGetTeams<public>()<transacts>:[]team
AddToTeam
Adds
InAgenttoInTeam.Fails if
InTeamis not part of thefort_team_collection.
AddToTeam<public>(InAgent:agent, InTeam:team)<transacts><decides>:void
IsOnTeam
Succeeds if
InAgentis onInTeam.Fails if:
InAgentis not onInTeam.InTeamis not part of thefort_team_collection.
IsOnTeam<public>(InAgent:agent, InTeam:team)<transacts><decides>:void
GetAgents
Returns an array of all
agents onInTeam.Fails if
InTeamis not part of thefort_team_collection.
GetAgents<public>(InTeam:team)<transacts><decides>:[]agent
GetTeam
Get the
teamthatInAgentis on.Fails if
InAgentis not on a team in thisfort_team_collection.
GetTeam<public>(InAgent:agent)<transacts><decides>:team
GetTeamAttitude
Returns the
team_attitudebetweenTeam1andTeam2.Fails if:
Team1is not in thisfort_team_collection.Team2is not in thisfort_team_collection.
GetTeamAttitude<public>(Team1:team, Team2:team)<transacts><decides>:team_attitude
Returns the
team_attitudebetweenAgent1andAgent2.Fails if:
Agent1is not on a team in thisfort_team_collection.Agent2is not on a team in thisfort_team_collection.
GetTeamAttitude<public>(Agent1:agent, Agent2:agent)<transacts><decides>:team_attitude
Playspaces
Module import path: /Fortnite.com/Playspaces
Playspaces<public> := module:
A nested container that scopes objects, style, gameplay rules, visuals, etc.
All objects and players in an experience will belong to a
fort_playspace. There is typically onefort_playspacefor an entire experience, though this may change in the future as the platform evolves.To access the
fort_playspacefor acreative_deviceusecreative_device.GetPlayspace.
fort_playspace<native><public> := interface<epic_internal>:
GetPlayers
Get an
[]players in the currentfort_playspace.
GetPlayers<public>()<transacts>:[]player
GetTeamCollection
Get the
fort_team_collectionfor the currentfort_playspace.
GetTeamCollection<public>()<transacts>:fort_team_collection
PlayerAddedEvent
Signaled when a
playerjoins thefort_playspace. Returns a subscribable with a payload of thefort_characterthat entered thefort_playspace.
PlayerAddedEvent<public>():listenable(player)
PlayerRemovedEvent
Signaled when a
playerleaves thefort_playspace. Returns a subscribable with a payload of thefort_characterthat left thefort_playspace.
PlayerRemovedEvent<public>():listenable(player)
Game
Module import path: /Fortnite.com/Game
Game<public> := module:
elimination_result
Result data for
fort_characterelimination events.
elimination_result<native><public> := struct<epic_internal>:
EliminatedCharacter
The
fort_charactereliminated from the match byEliminatingCharacter.
EliminatedCharacter<native><public>:fort_character
EliminatingCharacter
fort_characterthat eliminatedEliminatedCharacterfrom the match.EliminatingCharacterwill be false whenEliminatedCharacterwas eliminated through non-character actions, such as environmental damage.
EliminatingCharacter<native><public>:?fort_character
positional
Implemented by objects to allow reading position information.
positional<native><public> := interface<epic_internal>:
GetTransform
Returns the transform of the object.
GetTransform<public>()<transacts>:transform
healthful
Implemented by Fortnite objects that have health state and can be eliminated.
healthful<native><public> := interface<epic_internal>:
GetHealth
Returns the health state of the object. This value will between 0.0 and
GetMaxHealth
GetHealth<public>()<transacts>:float
SetHealth
Sets the health state of the object to
Health.Health state will be clamped between 1.0 and
GetMaxHealth.Health state cannot be directly set to 0.0. To eliminate
healthfulobjects use thedamageable.Damagefunctions instead.
SetHealth<public>(Health:float)<transacts>:void
Returns the maximum health of the object. This value will be between 1.0 and Inf.
GetMaxHealth<public>()<transacts>:floatSets the maximum health state of the object.
MaxHealth will be clamped between 1.0 and Inf.
Current health state will be scaled up or down based on the scale difference between the old and new MaxHealth state.
SetMaxHealth<public>(MaxHealth:float)<transacts>:voidImplemented by Fortnite objects that have shields. A shield is a method of protection that can take incoming damage while leaving the health state unchanged.
shieldable
shieldable<native><public> := interface<epic_internal>:
GetShield
Returns the shield state of the object. This value will between 0.0 and
MaxShieldGetShield<public>()<transacts>:float
SetShield
Sets the shield state of the object.
Shield state will be clamped between 0.0 and
MaxShield.SetShield<public>(Shield:float)<transacts>:void
GetMaxShield
Returns the maximum shield state of the object. This value will be between 0.0 and Inf.
GetMaxShield<public>()<transacts>:float
SetMaxShield
Sets the maximum shield state of the object.
MaxShield will be clamped between 0.0 and Inf.
Current shield state will be scaled up or down based on the scale difference between the old and new MaxShield state.
SetMaxShield<public>(MaxShield:float)<transacts>:void
DamagedShieldEvent
Signaled when the shield is damaged.
DamagedShieldEvent<public>():listenable(damage_result)
HealedShieldEvent
Signaled when the shield is healed.
HealedShieldEvent<public>():listenable(healing_result)
damageable
Implemented by Fortnite objects that can be damaged.
damageable<native><public> := interface<epic_internal>:
Damage the
damageableobject anonymously byAmount. SettingAmountto less than 0 will cause no damage.Use
Damage(:damage_args):voidwhen damage is being applied from a known instigator and source.Damage<public>(Amount:float):voidDamage the
damageableobject byArgs.Amount. SettingAmountto less than 0 will cause no damage.
Damage<public>(Args:damage_args):void
DamagedEvent
Signaled when damage is applied to the
damageableobject.
DamagedEvent<public>():listenable(damage_result)
Implemented by Fortnite objects that can be healed.
healable<native><public> := interface<epic_internal>:
Heal the
healableobject anonymously byAmount. SettingAmountto less than 0 will cause no healing.Use
Heal(:healing_args):voidwhen healing is being applied from a known instigator and source.
Heal<public>(Amount:float):void
Cause
Args.Amountdamage to thedamageableobject. SettingAmountto less than 0 will cause no damage.
Heal<public>(Args:healing_args):void
Signaled when healing is applied to the
healableobject.
HealedEvent<public>():listenable(healing_result)
damage_args
Parameters for common damage functions on Fortnite objects.
damage_args<native><public> := struct:
Player, agent, etc. that instigated the damage to the object.
Instigator<native><public>:?game_action_instigator = external {}
Player, weapon, vehicle, etc. that damaged the object.
Source<native><public>:?game_action_causer = external {}
Amount of damage to apply to the object.
Amount<native><public>:float
Results for damage events on Fortnite objects.
damage_result<native><public> := struct<epic_internal>:
Object that was damaged.
Target<native><public>:damageable
Amount of damage applied to
Target.
Amount<native><public>:float
Player, agent, etc. that instigated the damage to
Target. Can be false when damage is instigated by code, the environment, etc.
Instigator<native><public>:?game_action_instigator = external {}
Player, weapon, vehicle, etc. that damaged
Target. Can be false when damage is caused by code, the environment, etc.
Source<native><public>:?game_action_causer = external {}
Parameters for common healing functions on Fortnite objects.
healing_args<native><public> := struct:
Player, agents, etc. that instigated the healing of the object.
Instigator<native><public>:?game_action_instigator = external {}
Player, weapon, vehicle, etc. that healed the object.
Source<native><public>:?game_action_causer = external {}
Amount of healing to apply to the object.
Amount<native><public>:float
Results for healing events on Fortnite objects.
healing_result<native><public> := struct<epic_internal>:
Object that was healed.
Target<native><public>:healable
Amount of healing applied to
Target.
Amount<native><public>:float
Player, agent, etc. that instigated healing of the
Target. Can be false when damage is instigated by code, the environment, etc.
Instigator<native><public>:?game_action_instigator = external {}
Player, weapon, vehicle, etc. that healed
Target. Can be false when damage is caused by code, the environment, etc.
Source<native><public>:?game_action_causer = external {}
Implemented by Fortnite objects that initiate game actions, such as damage and heal. For example, player or agents.
Event listeners often use
game_action_instigatorsto calculate player damage scores.
game_action_instigator<native><public> := interface<epic_internal>:
Implemented by Fortnite objects that can be passed through game action events, such as damage and heal.
For example: player, vehicle, or weapon.
Event Listeners often use
game_action_causerto pass along additional information about what weapon caused the damage.Systems will then use that information for completing quests or processing game specific event logic.
game_action_causer<native><public> := interface:
FortPlayerUtilities
FortPlayerUtilities<public> := module:
Module import path: /Fortnite.com/FortPlayerUtilities
Sends
InPlayerback to the main game lobby.(InPlayer:player).SendToLobby<native><public>()<transacts>:voidSucceeds if
InPlayeris spectating the experience. Fails otherwise.(InPlayer:player).IsSpectator<native><public>()<transacts><decides>:voidReturns an
[]players currently spectatingInPlayer.(InPlayer:player).GetPlayersSpectating<native><public>()<transacts>:[]playerRespawns the character for
InAgentat the providedRespawnPositionand applies the yaw ofRespawnRotation.(InAgent:agent).Respawn<native><public>(RespawnPosition:vector3, RespawnRotation:rotation)<transacts>:void
Characters
Characters<public> := module:
Module import path: /Fortnite.com/Characters
Main API implemented by Fortnite characters.
fort_character<native><public> := interface<unique><epic_internal>(positional, healable, healthful, damageable, shieldable, game_action_instigator, game_action_causer):
GetAgent
Returns the agent associated with this
fort_character. Use this when interacting with APIs that require anagentreference.GetAgent<public>()<transacts><decides>:agent
EliminatedEvent
Signaled when this
fort_characteris eliminated from the match.EliminatedEvent<public>():listenable(elimination_result)
GetViewRotation
Returns the rotation where this
fort_characteris looking or aiming at.GetViewRotation<public>()<transacts>:rotation
GetViewLocation
Returns the location where this
fort_characteris looking or aiming from.GetViewLocation<public>()<transacts>:vector3
JumpedEvent
Signaled when this
fort_characterjumps. Returns a listenable with a payload of thisfort_character.JumpedEvent<public>():listenable(fort_character)
CrouchedEvent
Signaled when this
fort_characterchanges crouch state.Sends
tuplepayload:0: the
fort_characterthat changed crouch states.
1:
trueif the character is crouching.falseif the character is not crouching.
CrouchedEvent<public>():listenable(tuple(fort_character, logic))
SprintedEvent
Signaled when this
fort_characterchanges sprint state.Sends
tuplepayload:0: the
fort_characterthat changed sprint state.
1:
trueif the character is sprinting.falseif the character stopped sprinting.<public>():listenable(tuple(fort_character, logic))
IsActive
Succeeds if this
fort_characteris in the world and has not been eliminated. Most fort_character actions will silently fail if this fails. Please test IsActive if you want to handle these failure cases rather than allow them to silently fail.
IsActive<public>()<transacts><decides>:void
IsDBNO
Succeeds if this
fort_characteris in the 'Down But Not Out' state. In this state the character is down but can still be revived by teammates for a period of time.IsDownButNotOut<public>()<transacts><decides>:void
IsCrouching
Succeeds if this
fort_characteris crouching.IsCrouching<public>()<transacts><decides>:void
IsOnGround
Succeeds if this
fort_characteris standing on the ground.IsOnGround<public>()<transacts><decides>:void
IsInAir
Succeeds if this
fort_characteris standing in the air.IsInAir<public>()<transacts><decides>:void
IsInWater
Succeeds if this
fort_characteris inside water volume.IsInWater<public>()<transacts><decides>:void
IsFalling
Succeeds if this
fort_characteris in falling locomotion state.IsFalling<public>()<transacts><decides>:void
IsGliding
Succeeds if this
fort_characteris in gliding locomotion state.IsGliding<public>()<transacts><decides>:void
IsFlying
Succeeds if this
fort_characteris in flying locomotion state.IsFlying<public>()<transacts><decides>:void
Stasis
Parameters for
fort_character.PutInStasisfunction:stasis_args<native><public> := struct: # Controls if `fort_character` can still turn while in stasis. AllowTurning<native><public>:logic = external {} # Controls if `fort_character` can still fall while in stasis. AllowFalling<native><public>:logic = external {} # Controls if `fort_character` can still perform emotes while in stasis. AllowEmotes<native><public>:logic = external {}Puts this
fort_characterinto stasis, preventing certain types of movement specified byArgs.PutInStasis<public>(Args:stasis_args)<transacts>:voidRelease this
fort_characterfrom stasis.ReleaseFromStasis<public>()<transacts>:void
Show
Sets this
fort_charactervisibility to visible.Show<public>():void
Hide
Sets this
fort_charactervisibility to invisible.Hide<public>():void
SetVulnerability
Control if this
fort_charactercan be damaged.SetVulnerability<public>(Vulnerable:logic)<transacts>:void
IsVulnerable
Succeeds if this
fort_charactercan be damaged. Fails if thisfort_charactercannot be damaged.IsVulnerable<public>()<transacts><decides>:void
TeleportTo
Teleports this
fort_characterto the providedPositionand applies the yaw ofRotation. Will fail if thePositionspecified is e.g. outside of the playspace or specifies a place where the character cannot fit.
TeleportTo<public>(Position:vector3, Rotation:rotation)<transacts><decides>:void
Returns the
fort_characterforInAgent. Fails ifInAgentis not afort_character.(InAgent:agent).GetFortCharacter<native><public>()<transacts><decides>:fort_characterReturns a
game_action_instigatorinterface forInAgent.(InAgent:agent).GetInstigator<native><public>()<transacts>:game_action_instigatorReturns the
agentforInInstigator. Fails ifInInstigatoris not anagent.(InInstigator:game_action_instigator).GetInstigatorAgent<native><public>()<transacts><decides>:agent
Building
Module import path: /Fortnite.com/Building
Building<public> := module:
Assets
Module import path: /Fortnite.com/Assets
'Assets := module:'
Animation
Module import path: /Fortnite.com/Animation
Module import path: /Fortnite.com/Animation/PlayAnimation
Animation<public> := module:
PlayAnimation<public> := module:
play_animation_result<native><public> := enum:
The animation completed successfully.
CompletedThe animation was interrupted whilst playing.
InterruptedThe animation encountered an error during initialization or whilst playing.
ErrorAn interface for playing an animation on an object.
play_animation_controller<native><public> := interface<epic_internal>:Play an animation sequence.
PlayAndAwait<public>(AnimationSequence:animation_sequence, ?PlayRate:float = external {}, ?StartPositionSeconds:float = external {}, ?BlendInTime:float = external {}, ?BlendOutTime:float = external {})<suspends>:play_animation_resultStart an animation sequence and obtain an instance to query and manipulate.
Play<public>(AnimationSequence:animation_sequence, ?PlayRate:float = external {}, ?StartPositionSeconds:float = external {}, ?BlendInTime:float = external {}, ?BlendOutTime:float = external {}):play_animation_instanceAn animation instance created from play_animation_controller.Play that can be queried and manipulated.
play_animation_instance<native><public> := class<epic_internal>:Returns the state of the animation playback.
GetState<native><public>()<transacts>:play_animation_stateStops the animation.
Stop<native><public>():voidEvent triggered when the animation is completed.
CompletedEvent<native><public>:listenable(tuple()) = external {}Event triggered when the animation is interrupted.
InterruptedEvent<native><public>:listenable(tuple()) = external {}Event triggered when the animation has finished to blend out.
BlendedInEvent<native><public>:listenable(tuple()) = external {}Event triggered when the animation is beginning to blend out.
BlendingOutEvent<native><public>:listenable(tuple()) = external {}Helper function that waits for the animation to complete or be interrupted.
Await<public>()<suspends>:play_animation_result = external {}Helper function that succeeds if the state is Playing, BlendingIn, or BlendingOut.
IsPlaying<public>()<transacts><decides>:void = external {}The potential states of a play animation instance.
play_animation_state<native><public> := enum:The animation is blending in.
BlendingIn
The animation has blended in, is playing, and has not begun blending out.
Playing
The animation is playing and is blending out.
BlendingOut
The animation completed successfully.
Completed
The animation was stopped internally.
Stopped
The animation was interrupted externally.
Interrupted
An error occurred at creation or during playback.
Error
Get the play_animation_controller for the specified character.
(InCharacter:fort_character).GetPlayAnimationController<native><public>()<transacts><decides>:play_animation_controller
AI
Module import path: /Fortnite.com/AI
AI<public> := module:
focus_interface<native><public> := interface<epic_internal>:
Look At specified location. Will never complete unless interrupted.
MaintainFocus<public>(Location:vector3)<suspends>:voidLook At specified Agent. Will never complete unless interrupted.
MaintainFocus<public>(Agent:agent)<suspends>:voidGet the focus_interface interface for the specified character.
(InCharacter:fort_character).GetFocusInterface<native><public>()<transacts><decides>:focus_interface fort_leashable<native><public> := interface<epic_internal>:Set custom leash position.
'InnerRadius' ranges from 0.0 to 20000.0 (in centimeters).
'OuterRadius' ranges from 0.0 to 20000.0 (in centimeters) and no less than 'InnerRadius'.
SetLeashPosition<public>(Location:vector3, InnerRadius:float, OuterRadius:float):voidSet the agent to be the new center of the leash.
'InnerRadius' ranges from 0.0 to 20000.0 (in centimeters).
'OuterRadius' ranges from 0.0 to 20000.0 (in centimeters) and no less than 'InnerRadius'.
SetLeashAgent<public>(Agent:agent, InnerRadius:float, OuterRadius:float):voidRemoves the current leash.
ClearLeash<public>():voidGet the current fort_leashable interface for the specified character.
(InCharacter:fort_character).GetFortLeashable<native><public>()<transacts><decides>:fort_leashable
navigation_target<native><public> := class<epic_internal>:
Generate a navigation_target from any position
MakeNavigationTarget<constructor><native><public>(Position:vector3):navigation_targetGenerate a navigation_target from an agentMakeNavigationTarget
Result of a navigation requestnavigation_result := enum: # The destination has been reached Reached # The destination has been partially reached (AllowPartialPath was used) PartiallyReached # Navigation has been interrupted before completion Interrupted # The navigating agent is blocked Blocked # The destination cannot be reached Unreachable
movement_type := class<epic_internal>:
Module import path: /Fortnite.com/AI/movement_typesmovement_types := module: Walking:movement_type = external {}
Running<public>:movement_type = external {}navigatable := interface<epic_internal>: # Return the current destination of the character GetCurrentDestination():vector3
# Navigate toward the specified target NavigateTo<public>(Target:navigation_target, ?MovementType:movement_type = external {}, ?ReachRadius:float = external {}, ?AllowPartialPath:logic = external {})<suspends>:navigation_result # Stop navigation StopNavigation<public>():void # Wait for a specific duration Wait<public>(?Duration:float = external {})<suspends>:void # Apply a multiplier on the movement speed (Multiplier is clamped between 0.5 and 2) SetMovementSpeedMultiplier<public>(Multiplier:float):voidGet the navigatable interface for the specified character(InCharacter:fort_character).GetNavigatable():navigatable
Inherit from this to create a custom NPC behavior.The npc_behavior can be defined for a character in a CharacterDefinition asset, or in a npc_spawner_device.npc_behavior := class: # This function is called when the NPC is added to the simulation. OnBegin<native_callable>():void = external {}
# This function is called when the NPC is removed from the simulation. OnEnd<native_callable><public>():void = external {} # Returns the agent associated with this behavior. GetAgent<native><public>()<transacts><decides>:agentReturns thenpc_behaviorforInAgent.(InAgent:agent).GetNPCBehavior():npc_behavior
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